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"
31 #include "cl_collision.h"
35 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
39 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
43 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
49 mempool_t *r_main_mempool;
50 rtexturepool_t *r_main_texturepool;
52 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
54 static qboolean r_loadnormalmap;
55 static qboolean r_loadgloss;
57 static qboolean r_loaddds;
58 static qboolean r_savedds;
59 static qboolean r_gpuskeletal;
66 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
67 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
68 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
69 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
70 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)"};
71 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
72 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"};
73 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"};
74 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"};
75 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"};
76 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"};
77 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"};
79 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
80 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 (DEPRECATED)"};
81 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
82 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) (DEPRECATED)"};
83 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
85 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"};
86 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
87 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
88 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
89 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
90 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
91 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
92 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"};
93 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"};
94 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"};
95 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
96 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
97 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
98 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)"};
99 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
100 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
101 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"};
102 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"};
103 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
104 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"};
105 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"};
106 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"};
107 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
108 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
109 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
110 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
111 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
112 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
113 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
114 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
115 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)"};
116 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)"};
117 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
118 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
119 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
120 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
121 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
122 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
124 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
125 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
126 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
128 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
129 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
130 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
131 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
132 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
134 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
135 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
136 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
137 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."};
138 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
139 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
140 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
141 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."};
142 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
143 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
144 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
145 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
146 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
147 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"};
148 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"};
149 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
150 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
151 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
152 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
153 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
154 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"};
155 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
156 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
157 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
158 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
159 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
161 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
162 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
163 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
164 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
165 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
166 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
167 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
168 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
170 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)"};
171 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"};
173 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
174 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
175 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
177 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"};
178 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"};
179 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"};
180 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
181 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
182 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"};
183 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)"};
184 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)"};
185 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
187 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
188 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)"};
189 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
190 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)"};
191 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
192 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)"};
193 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)"};
194 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
195 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"};
196 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."};
197 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
198 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)"};
199 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)"};
200 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)"};
201 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)"};
202 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)"};
203 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)"};
204 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)"};
205 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)"};
207 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)"};
208 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
209 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
210 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"};
211 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
212 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
213 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
214 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"};
215 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"};
216 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)"};
218 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
219 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
220 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
221 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
223 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
224 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
226 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
227 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
228 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
229 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
230 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
231 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
233 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
234 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
235 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
236 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
237 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
238 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
239 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
240 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
241 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
242 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
244 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"};
246 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"};
248 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
250 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
252 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
253 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
254 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
255 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
257 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
258 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"};
260 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
262 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)"};
263 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
265 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
266 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
267 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
268 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
271 extern cvar_t v_glslgamma_2d;
273 extern qboolean v_flipped_state;
275 r_framebufferstate_t r_fb;
277 /// shadow volume bsp struct with automatically growing nodes buffer
280 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
282 rtexture_t *r_texture_blanknormalmap;
283 rtexture_t *r_texture_white;
284 rtexture_t *r_texture_grey128;
285 rtexture_t *r_texture_black;
286 rtexture_t *r_texture_notexture;
287 rtexture_t *r_texture_whitecube;
288 rtexture_t *r_texture_normalizationcube;
289 rtexture_t *r_texture_fogattenuation;
290 rtexture_t *r_texture_fogheighttexture;
291 rtexture_t *r_texture_gammaramps;
292 unsigned int r_texture_gammaramps_serial;
293 //rtexture_t *r_texture_fogintensity;
294 rtexture_t *r_texture_reflectcube;
296 // TODO: hash lookups?
297 typedef struct cubemapinfo_s
304 int r_texture_numcubemaps;
305 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
307 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
308 unsigned int r_numqueries;
309 unsigned int r_maxqueries;
311 typedef struct r_qwskincache_s
313 char name[MAX_QPATH];
314 skinframe_t *skinframe;
318 static r_qwskincache_t *r_qwskincache;
319 static int r_qwskincache_size;
321 /// vertex coordinates for a quad that covers the screen exactly
322 extern const float r_screenvertex3f[12];
323 extern const float r_d3dscreenvertex3f[12];
324 const float r_screenvertex3f[12] =
331 const float r_d3dscreenvertex3f[12] =
339 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
342 for (i = 0;i < verts;i++)
353 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
356 for (i = 0;i < verts;i++)
366 // FIXME: move this to client?
369 if (gamemode == GAME_NEHAHRA)
371 Cvar_Set("gl_fogenable", "0");
372 Cvar_Set("gl_fogdensity", "0.2");
373 Cvar_Set("gl_fogred", "0.3");
374 Cvar_Set("gl_foggreen", "0.3");
375 Cvar_Set("gl_fogblue", "0.3");
377 r_refdef.fog_density = 0;
378 r_refdef.fog_red = 0;
379 r_refdef.fog_green = 0;
380 r_refdef.fog_blue = 0;
381 r_refdef.fog_alpha = 1;
382 r_refdef.fog_start = 0;
383 r_refdef.fog_end = 16384;
384 r_refdef.fog_height = 1<<30;
385 r_refdef.fog_fadedepth = 128;
386 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
389 static void R_BuildBlankTextures(void)
391 unsigned char data[4];
392 data[2] = 128; // normal X
393 data[1] = 128; // normal Y
394 data[0] = 255; // normal Z
395 data[3] = 255; // height
396 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
401 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
406 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
411 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
414 static void R_BuildNoTexture(void)
417 unsigned char pix[16][16][4];
418 // this makes a light grey/dark grey checkerboard texture
419 for (y = 0;y < 16;y++)
421 for (x = 0;x < 16;x++)
423 if ((y < 8) ^ (x < 8))
439 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
442 static void R_BuildWhiteCube(void)
444 unsigned char data[6*1*1*4];
445 memset(data, 255, sizeof(data));
446 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
449 static void R_BuildNormalizationCube(void)
453 vec_t s, t, intensity;
456 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
457 for (side = 0;side < 6;side++)
459 for (y = 0;y < NORMSIZE;y++)
461 for (x = 0;x < NORMSIZE;x++)
463 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
464 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
499 intensity = 127.0f / sqrt(DotProduct(v, v));
500 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
501 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
502 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
503 data[((side*64+y)*64+x)*4+3] = 255;
507 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
511 static void R_BuildFogTexture(void)
515 unsigned char data1[FOGWIDTH][4];
516 //unsigned char data2[FOGWIDTH][4];
519 r_refdef.fogmasktable_start = r_refdef.fog_start;
520 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
521 r_refdef.fogmasktable_range = r_refdef.fogrange;
522 r_refdef.fogmasktable_density = r_refdef.fog_density;
524 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
525 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
527 d = (x * r - r_refdef.fogmasktable_start);
528 if(developer_extra.integer)
529 Con_DPrintf("%f ", d);
531 if (r_fog_exp2.integer)
532 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
534 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
535 if(developer_extra.integer)
536 Con_DPrintf(" : %f ", alpha);
537 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
538 if(developer_extra.integer)
539 Con_DPrintf(" = %f\n", alpha);
540 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
543 for (x = 0;x < FOGWIDTH;x++)
545 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
550 //data2[x][0] = 255 - b;
551 //data2[x][1] = 255 - b;
552 //data2[x][2] = 255 - b;
555 if (r_texture_fogattenuation)
557 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
558 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
562 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
563 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
567 static void R_BuildFogHeightTexture(void)
569 unsigned char *inpixels;
577 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
578 if (r_refdef.fogheighttexturename[0])
579 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
582 r_refdef.fog_height_tablesize = 0;
583 if (r_texture_fogheighttexture)
584 R_FreeTexture(r_texture_fogheighttexture);
585 r_texture_fogheighttexture = NULL;
586 if (r_refdef.fog_height_table2d)
587 Mem_Free(r_refdef.fog_height_table2d);
588 r_refdef.fog_height_table2d = NULL;
589 if (r_refdef.fog_height_table1d)
590 Mem_Free(r_refdef.fog_height_table1d);
591 r_refdef.fog_height_table1d = NULL;
595 r_refdef.fog_height_tablesize = size;
596 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
597 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
598 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
600 // LordHavoc: now the magic - what is that table2d for? it is a cooked
601 // average fog color table accounting for every fog layer between a point
602 // and the camera. (Note: attenuation is handled separately!)
603 for (y = 0;y < size;y++)
605 for (x = 0;x < size;x++)
611 for (j = x;j <= y;j++)
613 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
619 for (j = x;j >= y;j--)
621 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
626 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
627 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
628 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
629 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
632 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
635 //=======================================================================================================================================================
637 static const char *builtinshaderstrings[] =
639 #include "shader_glsl.h"
643 const char *builtinhlslshaderstrings[] =
645 #include "shader_hlsl.h"
649 //=======================================================================================================================================================
651 typedef struct shaderpermutationinfo_s
656 shaderpermutationinfo_t;
658 typedef struct shadermodeinfo_s
660 const char *sourcebasename;
661 const char *extension;
662 const char **builtinshaderstrings;
671 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
672 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
674 {"#define USEDIFFUSE\n", " diffuse"},
675 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
676 {"#define USEVIEWTINT\n", " viewtint"},
677 {"#define USECOLORMAPPING\n", " colormapping"},
678 {"#define USESATURATION\n", " saturation"},
679 {"#define USEFOGINSIDE\n", " foginside"},
680 {"#define USEFOGOUTSIDE\n", " fogoutside"},
681 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
682 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
683 {"#define USEGAMMARAMPS\n", " gammaramps"},
684 {"#define USECUBEFILTER\n", " cubefilter"},
685 {"#define USEGLOW\n", " glow"},
686 {"#define USEBLOOM\n", " bloom"},
687 {"#define USESPECULAR\n", " specular"},
688 {"#define USEPOSTPROCESSING\n", " postprocessing"},
689 {"#define USEREFLECTION\n", " reflection"},
690 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
691 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
692 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
693 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
694 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
695 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
696 {"#define USEALPHAKILL\n", " alphakill"},
697 {"#define USEREFLECTCUBE\n", " reflectcube"},
698 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
699 {"#define USEBOUNCEGRID\n", " bouncegrid"},
700 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
701 {"#define USETRIPPY\n", " trippy"},
702 {"#define USEDEPTHRGB\n", " depthrgb"},
703 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
704 {"#define USESKELETAL\n", " skeletal"},
705 {"#define USEOCCLUDE\n", " occlude"}
708 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
709 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
711 // SHADERLANGUAGE_GLSL
713 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
714 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
715 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
716 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
717 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
718 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
719 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
720 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
721 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
722 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
723 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
724 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
725 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
726 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
727 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
728 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
729 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
731 // SHADERLANGUAGE_HLSL
733 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
734 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
735 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
736 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
737 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
738 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
739 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
740 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
741 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
742 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
743 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
744 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
745 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
746 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
747 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
748 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
749 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
753 struct r_glsl_permutation_s;
754 typedef struct r_glsl_permutation_s
757 struct r_glsl_permutation_s *hashnext;
759 dpuint64 permutation;
761 /// indicates if we have tried compiling this permutation already
763 /// 0 if compilation failed
765 // texture units assigned to each detected uniform
766 int tex_Texture_First;
767 int tex_Texture_Second;
768 int tex_Texture_GammaRamps;
769 int tex_Texture_Normal;
770 int tex_Texture_Color;
771 int tex_Texture_Gloss;
772 int tex_Texture_Glow;
773 int tex_Texture_SecondaryNormal;
774 int tex_Texture_SecondaryColor;
775 int tex_Texture_SecondaryGloss;
776 int tex_Texture_SecondaryGlow;
777 int tex_Texture_Pants;
778 int tex_Texture_Shirt;
779 int tex_Texture_FogHeightTexture;
780 int tex_Texture_FogMask;
781 int tex_Texture_Lightmap;
782 int tex_Texture_Deluxemap;
783 int tex_Texture_Attenuation;
784 int tex_Texture_Cube;
785 int tex_Texture_Refraction;
786 int tex_Texture_Reflection;
787 int tex_Texture_ShadowMap2D;
788 int tex_Texture_CubeProjection;
789 int tex_Texture_ScreenNormalMap;
790 int tex_Texture_ScreenDiffuse;
791 int tex_Texture_ScreenSpecular;
792 int tex_Texture_ReflectMask;
793 int tex_Texture_ReflectCube;
794 int tex_Texture_BounceGrid;
795 /// locations of detected uniforms in program object, or -1 if not found
796 int loc_Texture_First;
797 int loc_Texture_Second;
798 int loc_Texture_GammaRamps;
799 int loc_Texture_Normal;
800 int loc_Texture_Color;
801 int loc_Texture_Gloss;
802 int loc_Texture_Glow;
803 int loc_Texture_SecondaryNormal;
804 int loc_Texture_SecondaryColor;
805 int loc_Texture_SecondaryGloss;
806 int loc_Texture_SecondaryGlow;
807 int loc_Texture_Pants;
808 int loc_Texture_Shirt;
809 int loc_Texture_FogHeightTexture;
810 int loc_Texture_FogMask;
811 int loc_Texture_Lightmap;
812 int loc_Texture_Deluxemap;
813 int loc_Texture_Attenuation;
814 int loc_Texture_Cube;
815 int loc_Texture_Refraction;
816 int loc_Texture_Reflection;
817 int loc_Texture_ShadowMap2D;
818 int loc_Texture_CubeProjection;
819 int loc_Texture_ScreenNormalMap;
820 int loc_Texture_ScreenDiffuse;
821 int loc_Texture_ScreenSpecular;
822 int loc_Texture_ReflectMask;
823 int loc_Texture_ReflectCube;
824 int loc_Texture_BounceGrid;
826 int loc_BloomBlur_Parameters;
828 int loc_Color_Ambient;
829 int loc_Color_Diffuse;
830 int loc_Color_Specular;
834 int loc_DeferredColor_Ambient;
835 int loc_DeferredColor_Diffuse;
836 int loc_DeferredColor_Specular;
837 int loc_DeferredMod_Diffuse;
838 int loc_DeferredMod_Specular;
839 int loc_DistortScaleRefractReflect;
842 int loc_FogHeightFade;
844 int loc_FogPlaneViewDist;
845 int loc_FogRangeRecip;
848 int loc_LightPosition;
849 int loc_OffsetMapping_ScaleSteps;
850 int loc_OffsetMapping_LodDistance;
851 int loc_OffsetMapping_Bias;
853 int loc_ReflectColor;
854 int loc_ReflectFactor;
855 int loc_ReflectOffset;
856 int loc_RefractColor;
858 int loc_ScreenCenterRefractReflect;
859 int loc_ScreenScaleRefractReflect;
860 int loc_ScreenToDepth;
861 int loc_ShadowMap_Parameters;
862 int loc_ShadowMap_TextureScale;
863 int loc_SpecularPower;
864 int loc_Skeletal_Transform12;
869 int loc_ViewTintColor;
871 int loc_ModelToLight;
873 int loc_BackgroundTexMatrix;
874 int loc_ModelViewProjectionMatrix;
875 int loc_ModelViewMatrix;
876 int loc_PixelToScreenTexCoord;
877 int loc_ModelToReflectCube;
878 int loc_ShadowMapMatrix;
879 int loc_BloomColorSubtract;
880 int loc_NormalmapScrollBlend;
881 int loc_BounceGridMatrix;
882 int loc_BounceGridIntensity;
883 /// uniform block bindings
884 int ubibind_Skeletal_Transform12_UniformBlock;
885 /// uniform block indices
886 int ubiloc_Skeletal_Transform12_UniformBlock;
888 r_glsl_permutation_t;
890 #define SHADERPERMUTATION_HASHSIZE 256
893 // non-degradable "lightweight" shader parameters to keep the permutations simpler
894 // these can NOT degrade! only use for simple stuff
897 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
898 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
899 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
900 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
901 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
902 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
903 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
904 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
905 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
906 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
907 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
908 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
909 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
910 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
912 #define SHADERSTATICPARMS_COUNT 14
914 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
915 static int shaderstaticparms_count = 0;
917 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
918 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
920 extern qboolean r_shadow_shadowmapsampler;
921 extern int r_shadow_shadowmappcf;
922 qboolean R_CompileShader_CheckStaticParms(void)
924 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
925 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
926 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
929 if (r_glsl_saturation_redcompensate.integer)
930 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
931 if (r_glsl_vertextextureblend_usebothalphas.integer)
932 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
933 if (r_shadow_glossexact.integer)
934 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
935 if (r_glsl_postprocess.integer)
937 if (r_glsl_postprocess_uservec1_enable.integer)
938 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
939 if (r_glsl_postprocess_uservec2_enable.integer)
940 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
941 if (r_glsl_postprocess_uservec3_enable.integer)
942 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
943 if (r_glsl_postprocess_uservec4_enable.integer)
944 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
947 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
948 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
949 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
951 if (r_shadow_shadowmapsampler)
952 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
953 if (r_shadow_shadowmappcf > 1)
954 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
955 else if (r_shadow_shadowmappcf)
956 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
957 if (r_celshading.integer)
958 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
959 if (r_celoutlines.integer)
960 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
962 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
965 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
966 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
967 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
969 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
970 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
972 shaderstaticparms_count = 0;
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
976 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
977 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
978 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
979 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
980 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
981 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
982 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
983 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
984 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
985 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
986 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
987 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
988 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
991 /// information about each possible shader permutation
992 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
993 /// currently selected permutation
994 r_glsl_permutation_t *r_glsl_permutation;
995 /// storage for permutations linked in the hash table
996 memexpandablearray_t r_glsl_permutationarray;
998 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
1000 //unsigned int hashdepth = 0;
1001 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1002 r_glsl_permutation_t *p;
1003 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1005 if (p->mode == mode && p->permutation == permutation)
1007 //if (hashdepth > 10)
1008 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1013 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1015 p->permutation = permutation;
1016 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1017 r_glsl_permutationhash[mode][hashindex] = p;
1018 //if (hashdepth > 10)
1019 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1023 static char *R_ShaderStrCat(const char **strings)
1026 const char **p = strings;
1029 for (p = strings;(t = *p);p++)
1032 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1034 for (p = strings;(t = *p);p++)
1044 static char *R_ShaderStrCat(const char **strings);
1045 static void R_InitShaderModeInfo(void)
1048 shadermodeinfo_t *modeinfo;
1049 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1050 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1052 for (i = 0; i < SHADERMODE_COUNT; i++)
1054 char filename[MAX_QPATH];
1055 modeinfo = &shadermodeinfo[language][i];
1056 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1057 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1058 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1059 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1064 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1067 // if the mode has no filename we have to return the builtin string
1068 if (builtinonly || !modeinfo->filename)
1069 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1070 // note that FS_LoadFile appends a 0 byte to make it a valid string
1071 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1074 if (printfromdisknotice)
1075 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1076 return shaderstring;
1078 // fall back to builtinstring
1079 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1082 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1087 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1089 char permutationname[256];
1090 int vertstrings_count = 0;
1091 int geomstrings_count = 0;
1092 int fragstrings_count = 0;
1093 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1094 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1095 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1102 permutationname[0] = 0;
1103 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1105 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1107 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1108 if(vid.support.glshaderversion >= 140)
1110 vertstrings_list[vertstrings_count++] = "#version 140\n";
1111 geomstrings_list[geomstrings_count++] = "#version 140\n";
1112 fragstrings_list[fragstrings_count++] = "#version 140\n";
1113 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1114 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1115 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1117 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1118 else if(vid.support.glshaderversion >= 130)
1120 vertstrings_list[vertstrings_count++] = "#version 130\n";
1121 geomstrings_list[geomstrings_count++] = "#version 130\n";
1122 fragstrings_list[fragstrings_count++] = "#version 130\n";
1123 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1124 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1125 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1127 // if we can do #version 120, we should (this adds the invariant keyword)
1128 else if(vid.support.glshaderversion >= 120)
1130 vertstrings_list[vertstrings_count++] = "#version 120\n";
1131 geomstrings_list[geomstrings_count++] = "#version 120\n";
1132 fragstrings_list[fragstrings_count++] = "#version 120\n";
1133 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1134 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1135 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1137 // GLES also adds several things from GLSL120
1138 switch(vid.renderpath)
1140 case RENDERPATH_GLES2:
1141 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1142 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1143 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1149 // the first pretext is which type of shader to compile as
1150 // (later these will all be bound together as a program object)
1151 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1152 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1153 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1155 // the second pretext is the mode (for example a light source)
1156 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1157 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1158 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1159 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1161 // now add all the permutation pretexts
1162 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1164 if (permutation & (1ll<<i))
1166 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1167 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1168 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1169 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1173 // keep line numbers correct
1174 vertstrings_list[vertstrings_count++] = "\n";
1175 geomstrings_list[geomstrings_count++] = "\n";
1176 fragstrings_list[fragstrings_count++] = "\n";
1181 R_CompileShader_AddStaticParms(mode, permutation);
1182 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1183 vertstrings_count += shaderstaticparms_count;
1184 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1185 geomstrings_count += shaderstaticparms_count;
1186 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1187 fragstrings_count += shaderstaticparms_count;
1189 // now append the shader text itself
1190 vertstrings_list[vertstrings_count++] = sourcestring;
1191 geomstrings_list[geomstrings_count++] = sourcestring;
1192 fragstrings_list[fragstrings_count++] = sourcestring;
1194 // compile the shader program
1195 if (vertstrings_count + geomstrings_count + fragstrings_count)
1196 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1200 qglUseProgram(p->program);CHECKGLERROR
1201 // look up all the uniform variable names we care about, so we don't
1202 // have to look them up every time we set them
1207 GLint activeuniformindex = 0;
1208 GLint numactiveuniforms = 0;
1209 char uniformname[128];
1210 GLsizei uniformnamelength = 0;
1211 GLint uniformsize = 0;
1212 GLenum uniformtype = 0;
1213 memset(uniformname, 0, sizeof(uniformname));
1214 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1215 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1216 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1218 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1219 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1224 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1225 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1226 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1227 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1228 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1229 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1230 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1231 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1232 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1233 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1234 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1235 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1236 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1237 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1238 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1239 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1240 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1241 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1242 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1243 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1244 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1245 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1246 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1247 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1248 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1249 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1250 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1251 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1252 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1253 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1254 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1255 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1256 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1257 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1258 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1259 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1260 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1261 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1262 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1263 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1264 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1265 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1266 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1267 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1268 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1269 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1270 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1271 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1272 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1273 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1274 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1275 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1276 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1277 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1278 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1279 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1280 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1281 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1282 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1283 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1284 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1285 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1286 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1287 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1288 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1289 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1290 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1291 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1292 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1293 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1294 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1295 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1296 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1297 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1298 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1299 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1300 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1301 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1302 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1303 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1304 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1305 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1306 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1307 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1308 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1309 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1310 // initialize the samplers to refer to the texture units we use
1311 p->tex_Texture_First = -1;
1312 p->tex_Texture_Second = -1;
1313 p->tex_Texture_GammaRamps = -1;
1314 p->tex_Texture_Normal = -1;
1315 p->tex_Texture_Color = -1;
1316 p->tex_Texture_Gloss = -1;
1317 p->tex_Texture_Glow = -1;
1318 p->tex_Texture_SecondaryNormal = -1;
1319 p->tex_Texture_SecondaryColor = -1;
1320 p->tex_Texture_SecondaryGloss = -1;
1321 p->tex_Texture_SecondaryGlow = -1;
1322 p->tex_Texture_Pants = -1;
1323 p->tex_Texture_Shirt = -1;
1324 p->tex_Texture_FogHeightTexture = -1;
1325 p->tex_Texture_FogMask = -1;
1326 p->tex_Texture_Lightmap = -1;
1327 p->tex_Texture_Deluxemap = -1;
1328 p->tex_Texture_Attenuation = -1;
1329 p->tex_Texture_Cube = -1;
1330 p->tex_Texture_Refraction = -1;
1331 p->tex_Texture_Reflection = -1;
1332 p->tex_Texture_ShadowMap2D = -1;
1333 p->tex_Texture_CubeProjection = -1;
1334 p->tex_Texture_ScreenNormalMap = -1;
1335 p->tex_Texture_ScreenDiffuse = -1;
1336 p->tex_Texture_ScreenSpecular = -1;
1337 p->tex_Texture_ReflectMask = -1;
1338 p->tex_Texture_ReflectCube = -1;
1339 p->tex_Texture_BounceGrid = -1;
1340 // bind the texture samplers in use
1342 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1343 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1344 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1345 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1346 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1347 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1348 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1349 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1350 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1351 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1352 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1353 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1354 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1355 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1356 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1357 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1358 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1359 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1360 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1361 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1362 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1363 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1364 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1365 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1366 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1367 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1368 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1369 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1370 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1371 // get the uniform block indices so we can bind them
1372 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1373 if (vid.support.arb_uniform_buffer_object)
1374 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1377 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1378 // clear the uniform block bindings
1379 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1380 // bind the uniform blocks in use
1382 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1383 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1385 // we're done compiling and setting up the shader, at least until it is used
1387 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1390 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1394 Mem_Free(sourcestring);
1397 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1399 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1400 if (r_glsl_permutation != perm)
1402 r_glsl_permutation = perm;
1403 if (!r_glsl_permutation->program)
1405 if (!r_glsl_permutation->compiled)
1407 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1408 R_GLSL_CompilePermutation(perm, mode, permutation);
1410 if (!r_glsl_permutation->program)
1412 // remove features until we find a valid permutation
1414 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1416 // reduce i more quickly whenever it would not remove any bits
1417 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1418 if (!(permutation & j))
1421 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1422 if (!r_glsl_permutation->compiled)
1423 R_GLSL_CompilePermutation(perm, mode, permutation);
1424 if (r_glsl_permutation->program)
1427 if (i >= SHADERPERMUTATION_COUNT)
1429 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1430 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1431 qglUseProgram(0);CHECKGLERROR
1432 return; // no bit left to clear, entire mode is broken
1437 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1439 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1440 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1441 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1449 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1450 extern D3DCAPS9 vid_d3d9caps;
1453 struct r_hlsl_permutation_s;
1454 typedef struct r_hlsl_permutation_s
1456 /// hash lookup data
1457 struct r_hlsl_permutation_s *hashnext;
1459 dpuint64 permutation;
1461 /// indicates if we have tried compiling this permutation already
1463 /// NULL if compilation failed
1464 IDirect3DVertexShader9 *vertexshader;
1465 IDirect3DPixelShader9 *pixelshader;
1467 r_hlsl_permutation_t;
1469 typedef enum D3DVSREGISTER_e
1471 D3DVSREGISTER_TexMatrix = 0, // float4x4
1472 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1473 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1474 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1475 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1476 D3DVSREGISTER_ModelToLight = 20, // float4x4
1477 D3DVSREGISTER_EyePosition = 24,
1478 D3DVSREGISTER_FogPlane = 25,
1479 D3DVSREGISTER_LightDir = 26,
1480 D3DVSREGISTER_LightPosition = 27,
1484 typedef enum D3DPSREGISTER_e
1486 D3DPSREGISTER_Alpha = 0,
1487 D3DPSREGISTER_BloomBlur_Parameters = 1,
1488 D3DPSREGISTER_ClientTime = 2,
1489 D3DPSREGISTER_Color_Ambient = 3,
1490 D3DPSREGISTER_Color_Diffuse = 4,
1491 D3DPSREGISTER_Color_Specular = 5,
1492 D3DPSREGISTER_Color_Glow = 6,
1493 D3DPSREGISTER_Color_Pants = 7,
1494 D3DPSREGISTER_Color_Shirt = 8,
1495 D3DPSREGISTER_DeferredColor_Ambient = 9,
1496 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1497 D3DPSREGISTER_DeferredColor_Specular = 11,
1498 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1499 D3DPSREGISTER_DeferredMod_Specular = 13,
1500 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1501 D3DPSREGISTER_EyePosition = 15, // unused
1502 D3DPSREGISTER_FogColor = 16,
1503 D3DPSREGISTER_FogHeightFade = 17,
1504 D3DPSREGISTER_FogPlane = 18,
1505 D3DPSREGISTER_FogPlaneViewDist = 19,
1506 D3DPSREGISTER_FogRangeRecip = 20,
1507 D3DPSREGISTER_LightColor = 21,
1508 D3DPSREGISTER_LightDir = 22, // unused
1509 D3DPSREGISTER_LightPosition = 23,
1510 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1511 D3DPSREGISTER_PixelSize = 25,
1512 D3DPSREGISTER_ReflectColor = 26,
1513 D3DPSREGISTER_ReflectFactor = 27,
1514 D3DPSREGISTER_ReflectOffset = 28,
1515 D3DPSREGISTER_RefractColor = 29,
1516 D3DPSREGISTER_Saturation = 30,
1517 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1518 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1519 D3DPSREGISTER_ScreenToDepth = 33,
1520 D3DPSREGISTER_ShadowMap_Parameters = 34,
1521 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1522 D3DPSREGISTER_SpecularPower = 36,
1523 D3DPSREGISTER_UserVec1 = 37,
1524 D3DPSREGISTER_UserVec2 = 38,
1525 D3DPSREGISTER_UserVec3 = 39,
1526 D3DPSREGISTER_UserVec4 = 40,
1527 D3DPSREGISTER_ViewTintColor = 41,
1528 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1529 D3DPSREGISTER_BloomColorSubtract = 43,
1530 D3DPSREGISTER_ViewToLight = 44, // float4x4
1531 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1532 D3DPSREGISTER_NormalmapScrollBlend = 52,
1533 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1534 D3DPSREGISTER_OffsetMapping_Bias = 54,
1539 /// information about each possible shader permutation
1540 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1541 /// currently selected permutation
1542 r_hlsl_permutation_t *r_hlsl_permutation;
1543 /// storage for permutations linked in the hash table
1544 memexpandablearray_t r_hlsl_permutationarray;
1546 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
1548 //unsigned int hashdepth = 0;
1549 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1550 r_hlsl_permutation_t *p;
1551 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1553 if (p->mode == mode && p->permutation == permutation)
1555 //if (hashdepth > 10)
1556 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1561 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1563 p->permutation = permutation;
1564 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1565 r_hlsl_permutationhash[mode][hashindex] = p;
1566 //if (hashdepth > 10)
1567 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1572 //#include <d3dx9shader.h>
1573 //#include <d3dx9mesh.h>
1575 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1577 DWORD *vsbin = NULL;
1578 DWORD *psbin = NULL;
1579 fs_offset_t vsbinsize;
1580 fs_offset_t psbinsize;
1581 // IDirect3DVertexShader9 *vs = NULL;
1582 // IDirect3DPixelShader9 *ps = NULL;
1583 ID3DXBuffer *vslog = NULL;
1584 ID3DXBuffer *vsbuffer = NULL;
1585 ID3DXConstantTable *vsconstanttable = NULL;
1586 ID3DXBuffer *pslog = NULL;
1587 ID3DXBuffer *psbuffer = NULL;
1588 ID3DXConstantTable *psconstanttable = NULL;
1591 char temp[MAX_INPUTLINE];
1592 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1594 qboolean debugshader = gl_paranoid.integer != 0;
1595 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1596 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1599 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1600 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1602 if ((!vsbin && vertstring) || (!psbin && fragstring))
1604 const char* dllnames_d3dx9 [] =
1628 dllhandle_t d3dx9_dll = NULL;
1629 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1630 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1631 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1632 dllfunction_t d3dx9_dllfuncs[] =
1634 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1635 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1636 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1639 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1640 #ifndef ID3DXBuffer_GetBufferPointer
1641 #if !defined(__cplusplus) || defined(CINTERFACE)
1642 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1643 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1644 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1646 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1647 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1648 #define ID3DXBuffer_Release(p) (p)->Release()
1651 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1653 DWORD shaderflags = 0;
1655 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1656 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1657 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1658 if (vertstring && vertstring[0])
1662 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1663 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1666 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1669 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1670 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1671 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1672 ID3DXBuffer_Release(vsbuffer);
1676 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1677 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1678 ID3DXBuffer_Release(vslog);
1681 if (fragstring && fragstring[0])
1685 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1686 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1689 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1692 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1693 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1694 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1695 ID3DXBuffer_Release(psbuffer);
1699 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1700 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1701 ID3DXBuffer_Release(pslog);
1704 Sys_UnloadLibrary(&d3dx9_dll);
1707 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1711 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1712 if (FAILED(vsresult))
1713 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1714 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1715 if (FAILED(psresult))
1716 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1718 // free the shader data
1719 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1720 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1723 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1726 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
1727 int vertstring_length = 0;
1728 int geomstring_length = 0;
1729 int fragstring_length = 0;
1732 char *vertstring, *geomstring, *fragstring;
1733 char permutationname[256];
1734 char cachename[256];
1735 int vertstrings_count = 0;
1736 int geomstrings_count = 0;
1737 int fragstrings_count = 0;
1738 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1739 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1740 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1745 p->vertexshader = NULL;
1746 p->pixelshader = NULL;
1748 permutationname[0] = 0;
1750 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1752 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1753 strlcat(cachename, "hlsl/", sizeof(cachename));
1755 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1756 vertstrings_count = 0;
1757 geomstrings_count = 0;
1758 fragstrings_count = 0;
1759 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1760 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1761 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1763 // the first pretext is which type of shader to compile as
1764 // (later these will all be bound together as a program object)
1765 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1766 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1767 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1769 // the second pretext is the mode (for example a light source)
1770 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1771 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1772 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1773 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1774 strlcat(cachename, modeinfo->name, sizeof(cachename));
1776 // now add all the permutation pretexts
1777 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1779 if (permutation & (1ll<<i))
1781 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1782 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1783 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1784 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1785 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1789 // keep line numbers correct
1790 vertstrings_list[vertstrings_count++] = "\n";
1791 geomstrings_list[geomstrings_count++] = "\n";
1792 fragstrings_list[fragstrings_count++] = "\n";
1797 R_CompileShader_AddStaticParms(mode, permutation);
1798 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1799 vertstrings_count += shaderstaticparms_count;
1800 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1801 geomstrings_count += shaderstaticparms_count;
1802 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1803 fragstrings_count += shaderstaticparms_count;
1805 // replace spaces in the cachename with _ characters
1806 for (i = 0;cachename[i];i++)
1807 if (cachename[i] == ' ')
1810 // now append the shader text itself
1811 vertstrings_list[vertstrings_count++] = sourcestring;
1812 geomstrings_list[geomstrings_count++] = sourcestring;
1813 fragstrings_list[fragstrings_count++] = sourcestring;
1815 vertstring_length = 0;
1816 for (i = 0;i < vertstrings_count;i++)
1817 vertstring_length += (int)strlen(vertstrings_list[i]);
1818 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1819 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1820 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1822 geomstring_length = 0;
1823 for (i = 0;i < geomstrings_count;i++)
1824 geomstring_length += (int)strlen(geomstrings_list[i]);
1825 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1826 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1827 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1829 fragstring_length = 0;
1830 for (i = 0;i < fragstrings_count;i++)
1831 fragstring_length += (int)strlen(fragstrings_list[i]);
1832 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1833 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1834 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1836 // try to load the cached shader, or generate one
1837 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1839 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1840 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1842 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1846 Mem_Free(vertstring);
1848 Mem_Free(geomstring);
1850 Mem_Free(fragstring);
1852 Mem_Free(sourcestring);
1855 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1856 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1857 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);}
1858 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);}
1859 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);}
1860 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);}
1862 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1863 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1864 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);}
1865 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);}
1866 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);}
1867 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);}
1869 void R_SetupShader_SetPermutationHLSL(unsigned int mode, dpuint64 permutation)
1871 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1872 if (r_hlsl_permutation != perm)
1874 r_hlsl_permutation = perm;
1875 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1877 if (!r_hlsl_permutation->compiled)
1878 R_HLSL_CompilePermutation(perm, mode, permutation);
1879 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1881 // remove features until we find a valid permutation
1883 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1885 // reduce i more quickly whenever it would not remove any bits
1886 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1887 if (!(permutation & j))
1890 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1891 if (!r_hlsl_permutation->compiled)
1892 R_HLSL_CompilePermutation(perm, mode, permutation);
1893 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1896 if (i >= SHADERPERMUTATION_COUNT)
1898 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1899 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1900 return; // no bit left to clear, entire mode is broken
1904 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1905 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1907 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1908 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1909 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1913 static void R_SetupShader_SetPermutationSoft(unsigned int mode, dpuint64 permutation)
1915 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1916 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1917 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1918 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1921 void R_GLSL_Restart_f(void)
1923 unsigned int i, limit;
1924 switch(vid.renderpath)
1926 case RENDERPATH_D3D9:
1929 r_hlsl_permutation_t *p;
1930 r_hlsl_permutation = NULL;
1931 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1932 for (i = 0;i < limit;i++)
1934 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1936 if (p->vertexshader)
1937 IDirect3DVertexShader9_Release(p->vertexshader);
1939 IDirect3DPixelShader9_Release(p->pixelshader);
1940 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1943 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1947 case RENDERPATH_D3D10:
1948 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1950 case RENDERPATH_D3D11:
1951 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1953 case RENDERPATH_GL20:
1954 case RENDERPATH_GLES2:
1956 r_glsl_permutation_t *p;
1957 r_glsl_permutation = NULL;
1958 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1959 for (i = 0;i < limit;i++)
1961 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1963 GL_Backend_FreeProgram(p->program);
1964 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1967 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1970 case RENDERPATH_GL11:
1971 case RENDERPATH_GL13:
1972 case RENDERPATH_GLES1:
1974 case RENDERPATH_SOFT:
1979 static void R_GLSL_DumpShader_f(void)
1981 int i, language, mode, dupe;
1983 shadermodeinfo_t *modeinfo;
1986 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1988 modeinfo = shadermodeinfo[language];
1989 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1991 // don't dump the same file multiple times (most or all shaders come from the same file)
1992 for (dupe = mode - 1;dupe >= 0;dupe--)
1993 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1997 text = modeinfo[mode].builtinstring;
2000 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
2003 FS_Print(file, "/* The engine may define the following macros:\n");
2004 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
2005 for (i = 0;i < SHADERMODE_COUNT;i++)
2006 FS_Print(file, modeinfo[i].pretext);
2007 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2008 FS_Print(file, shaderpermutationinfo[i].pretext);
2009 FS_Print(file, "*/\n");
2010 FS_Print(file, text);
2012 Con_Printf("%s written\n", modeinfo[mode].filename);
2015 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
2020 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
2022 dpuint64 permutation = 0;
2023 if (r_trippy.integer && !notrippy)
2024 permutation |= SHADERPERMUTATION_TRIPPY;
2025 permutation |= SHADERPERMUTATION_VIEWTINT;
2027 permutation |= SHADERPERMUTATION_DIFFUSE;
2029 permutation |= SHADERPERMUTATION_SPECULAR;
2030 if (texturemode == GL_MODULATE)
2031 permutation |= SHADERPERMUTATION_COLORMAPPING;
2032 else if (texturemode == GL_ADD)
2033 permutation |= SHADERPERMUTATION_GLOW;
2034 else if (texturemode == GL_DECAL)
2035 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2036 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2037 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2038 if (suppresstexalpha)
2039 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2041 texturemode = GL_MODULATE;
2042 if (vid.allowalphatocoverage)
2043 GL_AlphaToCoverage(false);
2044 switch (vid.renderpath)
2046 case RENDERPATH_D3D9:
2048 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2049 R_Mesh_TexBind(GL20TU_FIRST , first );
2050 R_Mesh_TexBind(GL20TU_SECOND, second);
2051 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2052 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps);
2055 case RENDERPATH_D3D10:
2056 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2058 case RENDERPATH_D3D11:
2059 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2061 case RENDERPATH_GL20:
2062 case RENDERPATH_GLES2:
2063 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2064 if (r_glsl_permutation->tex_Texture_First >= 0)
2065 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2066 if (r_glsl_permutation->tex_Texture_Second >= 0)
2067 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2068 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2069 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2071 case RENDERPATH_GL13:
2072 case RENDERPATH_GLES1:
2073 R_Mesh_TexBind(0, first );
2074 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2075 R_Mesh_TexMatrix(0, NULL);
2076 R_Mesh_TexBind(1, second);
2079 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2080 R_Mesh_TexMatrix(1, NULL);
2083 case RENDERPATH_GL11:
2084 R_Mesh_TexBind(0, first );
2085 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2086 R_Mesh_TexMatrix(0, NULL);
2088 case RENDERPATH_SOFT:
2089 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2090 R_Mesh_TexBind(GL20TU_FIRST , first );
2091 R_Mesh_TexBind(GL20TU_SECOND, second);
2096 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2098 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2101 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2103 dpuint64 permutation = 0;
2104 if (r_trippy.integer && !notrippy)
2105 permutation |= SHADERPERMUTATION_TRIPPY;
2107 permutation |= SHADERPERMUTATION_DEPTHRGB;
2109 permutation |= SHADERPERMUTATION_SKELETAL;
2111 if (vid.allowalphatocoverage)
2112 GL_AlphaToCoverage(false);
2113 switch (vid.renderpath)
2115 case RENDERPATH_D3D9:
2117 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2120 case RENDERPATH_D3D10:
2121 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2123 case RENDERPATH_D3D11:
2124 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2126 case RENDERPATH_GL20:
2127 case RENDERPATH_GLES2:
2128 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2129 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2130 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2133 case RENDERPATH_GL13:
2134 case RENDERPATH_GLES1:
2135 R_Mesh_TexBind(0, 0);
2136 R_Mesh_TexBind(1, 0);
2138 case RENDERPATH_GL11:
2139 R_Mesh_TexBind(0, 0);
2141 case RENDERPATH_SOFT:
2142 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2147 extern qboolean r_shadow_usingdeferredprepass;
2148 extern rtexture_t *r_shadow_attenuationgradienttexture;
2149 extern rtexture_t *r_shadow_attenuation2dtexture;
2150 extern rtexture_t *r_shadow_attenuation3dtexture;
2151 extern qboolean r_shadow_usingshadowmap2d;
2152 extern qboolean r_shadow_usingshadowmaportho;
2153 extern float r_shadow_modelshadowmap_texturescale[4];
2154 extern float r_shadow_modelshadowmap_parameters[4];
2155 extern float r_shadow_lightshadowmap_texturescale[4];
2156 extern float r_shadow_lightshadowmap_parameters[4];
2157 extern qboolean r_shadow_shadowmapvsdct;
2158 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2159 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2160 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2161 extern matrix4x4_t r_shadow_shadowmapmatrix;
2162 extern int r_shadow_prepass_width;
2163 extern int r_shadow_prepass_height;
2164 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2165 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2166 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2167 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2169 #define BLENDFUNC_ALLOWS_COLORMOD 1
2170 #define BLENDFUNC_ALLOWS_FOG 2
2171 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2172 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2173 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2174 static int R_BlendFuncFlags(int src, int dst)
2178 // a blendfunc allows colormod if:
2179 // a) it can never keep the destination pixel invariant, or
2180 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2181 // this is to prevent unintended side effects from colormod
2183 // a blendfunc allows fog if:
2184 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2185 // this is to prevent unintended side effects from fog
2187 // these checks are the output of fogeval.pl
2189 r |= BLENDFUNC_ALLOWS_COLORMOD;
2190 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2191 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2192 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2193 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2194 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2195 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2196 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2197 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2198 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2199 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2200 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2201 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2202 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2203 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2204 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2205 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2206 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2207 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2208 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2209 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2210 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2215 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2217 // select a permutation of the lighting shader appropriate to this
2218 // combination of texture, entity, light source, and fogging, only use the
2219 // minimum features necessary to avoid wasting rendering time in the
2220 // fragment shader on features that are not being used
2221 dpuint64 permutation = 0;
2222 unsigned int mode = 0;
2224 texture_t *t = rsurface.texture;
2226 matrix4x4_t tempmatrix;
2227 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2228 if (r_trippy.integer && !notrippy)
2229 permutation |= SHADERPERMUTATION_TRIPPY;
2230 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2231 permutation |= SHADERPERMUTATION_ALPHAKILL;
2232 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2233 permutation |= SHADERPERMUTATION_OCCLUDE;
2234 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
2235 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2236 if (rsurfacepass == RSURFPASS_BACKGROUND)
2238 // distorted background
2239 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2241 mode = SHADERMODE_WATER;
2242 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2243 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2244 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2246 // this is the right thing to do for wateralpha
2247 GL_BlendFunc(GL_ONE, GL_ZERO);
2248 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2252 // this is the right thing to do for entity alpha
2253 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2254 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2257 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
2259 mode = SHADERMODE_REFRACTION;
2260 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2261 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2262 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2263 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2267 mode = SHADERMODE_GENERIC;
2268 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2269 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2270 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2272 if (vid.allowalphatocoverage)
2273 GL_AlphaToCoverage(false);
2275 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2277 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2279 switch(t->offsetmapping)
2281 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2282 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2283 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2284 case OFFSETMAPPING_OFF: break;
2287 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2288 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2289 // normalmap (deferred prepass), may use alpha test on diffuse
2290 mode = SHADERMODE_DEFERREDGEOMETRY;
2291 GL_BlendFunc(GL_ONE, GL_ZERO);
2292 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2293 if (vid.allowalphatocoverage)
2294 GL_AlphaToCoverage(false);
2296 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2298 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2300 switch(t->offsetmapping)
2302 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2303 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2304 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2305 case OFFSETMAPPING_OFF: break;
2308 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2309 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2310 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2311 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2313 mode = SHADERMODE_LIGHTSOURCE;
2314 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2315 permutation |= SHADERPERMUTATION_CUBEFILTER;
2316 if (VectorLength2(rtlightdiffuse) > 0)
2317 permutation |= SHADERPERMUTATION_DIFFUSE;
2318 if (VectorLength2(rtlightspecular) > 0)
2319 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2320 if (r_refdef.fogenabled)
2321 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2322 if (t->colormapping)
2323 permutation |= SHADERPERMUTATION_COLORMAPPING;
2324 if (r_shadow_usingshadowmap2d)
2326 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2327 if(r_shadow_shadowmapvsdct)
2328 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2330 if (r_shadow_shadowmap2ddepthbuffer)
2331 permutation |= SHADERPERMUTATION_DEPTHRGB;
2333 if (t->reflectmasktexture)
2334 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2335 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2336 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2337 if (vid.allowalphatocoverage)
2338 GL_AlphaToCoverage(false);
2340 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2342 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2344 switch(t->offsetmapping)
2346 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2347 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2348 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2349 case OFFSETMAPPING_OFF: break;
2352 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2353 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2354 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2355 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2356 // directional model lighting
2357 mode = SHADERMODE_LIGHTDIRECTION;
2358 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2359 permutation |= SHADERPERMUTATION_GLOW;
2360 if (VectorLength2(t->render_modellight_diffuse))
2361 permutation |= SHADERPERMUTATION_DIFFUSE;
2362 if (VectorLength2(t->render_modellight_specular) > 0)
2363 permutation |= SHADERPERMUTATION_SPECULAR;
2364 if (r_refdef.fogenabled)
2365 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2366 if (t->colormapping)
2367 permutation |= SHADERPERMUTATION_COLORMAPPING;
2368 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2370 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2371 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2373 if (r_shadow_shadowmap2ddepthbuffer)
2374 permutation |= SHADERPERMUTATION_DEPTHRGB;
2376 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
2377 permutation |= SHADERPERMUTATION_REFLECTION;
2378 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
2379 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2380 if (t->reflectmasktexture)
2381 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2382 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2384 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2385 if (r_shadow_bouncegrid_state.directional)
2386 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2388 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2389 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2390 // when using alphatocoverage, we don't need alphakill
2391 if (vid.allowalphatocoverage)
2393 if (r_transparent_alphatocoverage.integer)
2395 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2396 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2399 GL_AlphaToCoverage(false);
2404 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2406 switch(t->offsetmapping)
2408 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2409 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2410 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2411 case OFFSETMAPPING_OFF: break;
2414 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2415 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2416 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2417 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2419 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2420 permutation |= SHADERPERMUTATION_GLOW;
2421 if (r_refdef.fogenabled)
2422 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2423 if (t->colormapping)
2424 permutation |= SHADERPERMUTATION_COLORMAPPING;
2425 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2427 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2428 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2430 if (r_shadow_shadowmap2ddepthbuffer)
2431 permutation |= SHADERPERMUTATION_DEPTHRGB;
2433 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
2434 permutation |= SHADERPERMUTATION_REFLECTION;
2435 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
2436 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2437 if (t->reflectmasktexture)
2438 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2439 if (FAKELIGHT_ENABLED)
2441 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2442 mode = SHADERMODE_FAKELIGHT;
2443 permutation |= SHADERPERMUTATION_DIFFUSE;
2444 if (VectorLength2(t->render_lightmap_specular) > 0)
2445 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2447 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2449 // deluxemapping (light direction texture)
2450 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2451 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2453 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2454 permutation |= SHADERPERMUTATION_DIFFUSE;
2455 if (VectorLength2(t->render_lightmap_specular) > 0)
2456 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2458 else if (r_glsl_deluxemapping.integer >= 2)
2460 // fake deluxemapping (uniform light direction in tangentspace)
2461 if (rsurface.uselightmaptexture)
2462 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2464 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2465 permutation |= SHADERPERMUTATION_DIFFUSE;
2466 if (VectorLength2(t->render_lightmap_specular) > 0)
2467 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2469 else if (rsurface.uselightmaptexture)
2471 // ordinary lightmapping (q1bsp, q3bsp)
2472 mode = SHADERMODE_LIGHTMAP;
2476 // ordinary vertex coloring (q3bsp)
2477 mode = SHADERMODE_VERTEXCOLOR;
2479 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2481 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2482 if (r_shadow_bouncegrid_state.directional)
2483 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2485 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2486 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2487 // when using alphatocoverage, we don't need alphakill
2488 if (vid.allowalphatocoverage)
2490 if (r_transparent_alphatocoverage.integer)
2492 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2493 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2496 GL_AlphaToCoverage(false);
2499 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2500 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2501 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2502 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2503 switch(vid.renderpath)
2505 case RENDERPATH_D3D9:
2507 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2508 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2509 R_SetupShader_SetPermutationHLSL(mode, permutation);
2510 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2511 if (mode == SHADERMODE_LIGHTSOURCE)
2513 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2514 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2518 if (mode == SHADERMODE_LIGHTDIRECTION)
2520 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2523 Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2524 Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2525 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2526 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2527 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2529 if (mode == SHADERMODE_LIGHTSOURCE)
2531 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2532 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
2533 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2534 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2535 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2537 // additive passes are only darkened by fog, not tinted
2538 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2539 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2543 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2544 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2545 if (mode == SHADERMODE_FLATCOLOR)
2547 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2549 else if (mode == SHADERMODE_LIGHTDIRECTION)
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2553 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2554 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
2555 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2559 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2563 // additive passes are only darkened by fog, not tinted
2564 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2565 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2567 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2568 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2569 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2570 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2571 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2572 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2573 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, t->reflectmax - t->reflectmin);
2574 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, t->reflectmin);
2575 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (t->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2576 if (mode == SHADERMODE_WATER)
2577 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2579 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2581 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2582 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2586 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2587 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2590 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2591 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2592 if (t->pantstexture)
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2595 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2596 if (t->shirttexture)
2597 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2600 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2601 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2602 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2603 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2604 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2605 r_glsl_offsetmapping_scale.value*t->offsetscale,
2606 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2607 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2608 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2610 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2611 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, t->offsetbias);
2612 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2613 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2615 R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
2616 R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
2617 R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
2618 R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
2619 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
2620 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
2621 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
2622 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
2623 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
2624 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
2625 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
2626 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2627 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2628 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2629 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2630 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2631 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2632 if (rsurfacepass == RSURFPASS_BACKGROUND)
2634 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2635 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2636 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2640 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2642 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2643 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2644 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2645 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2647 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2648 if (rsurface.rtlight)
2650 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2651 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2656 case RENDERPATH_D3D10:
2657 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2659 case RENDERPATH_D3D11:
2660 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2662 case RENDERPATH_GL20:
2663 case RENDERPATH_GLES2:
2664 if (!vid.useinterleavedarrays)
2666 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2667 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2668 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2669 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2670 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2671 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2672 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2673 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2674 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2675 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2676 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2680 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2681 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2683 // this has to be after RSurf_PrepareVerticesForBatch
2684 if (rsurface.batchskeletaltransform3x4buffer)
2685 permutation |= SHADERPERMUTATION_SKELETAL;
2686 R_SetupShader_SetPermutationGLSL(mode, permutation);
2687 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2688 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2690 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2691 if (mode == SHADERMODE_LIGHTSOURCE)
2693 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2695 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2696 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2697 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2698 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2700 // additive passes are only darkened by fog, not tinted
2701 if (r_glsl_permutation->loc_FogColor >= 0)
2702 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2703 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2707 if (mode == SHADERMODE_FLATCOLOR)
2709 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2711 else if (mode == SHADERMODE_LIGHTDIRECTION)
2713 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2714 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2715 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2716 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2717 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2718 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2719 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2723 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2724 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2725 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2726 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2727 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2729 // additive passes are only darkened by fog, not tinted
2730 if (r_glsl_permutation->loc_FogColor >= 0)
2732 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2733 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2735 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2737 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2738 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]);
2739 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]);
2740 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2741 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2742 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
2743 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
2744 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2745 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2747 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2748 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2749 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2750 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2752 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2753 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2757 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2758 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2761 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2762 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2763 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2764 if (r_glsl_permutation->loc_Color_Pants >= 0)
2766 if (t->pantstexture)
2767 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2769 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2771 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2773 if (t->shirttexture)
2774 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2776 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2778 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]);
2779 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2780 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2781 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2782 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2783 r_glsl_offsetmapping_scale.value*t->offsetscale,
2784 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2785 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2786 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2788 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);
2789 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2790 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]);
2791 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2792 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2793 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2795 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2796 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2797 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2798 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2799 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2800 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2801 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2802 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2803 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2804 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2805 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2806 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2807 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2808 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2809 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2810 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2811 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2812 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2813 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2814 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2815 if (rsurfacepass == RSURFPASS_BACKGROUND)
2817 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);
2818 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);
2819 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);
2823 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);
2825 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2826 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2827 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2828 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2830 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2831 if (rsurface.rtlight)
2833 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2834 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2837 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2840 case RENDERPATH_GL11:
2841 case RENDERPATH_GL13:
2842 case RENDERPATH_GLES1:
2844 case RENDERPATH_SOFT:
2845 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2846 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2847 R_SetupShader_SetPermutationSoft(mode, permutation);
2848 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2849 if (mode == SHADERMODE_LIGHTSOURCE)
2851 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2852 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2858 // additive passes are only darkened by fog, not tinted
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2860 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2864 if (mode == SHADERMODE_FLATCOLOR)
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2868 else if (mode == SHADERMODE_LIGHTDIRECTION)
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2884 // additive passes are only darkened by fog, not tinted
2885 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2888 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2889 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2890 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]);
2891 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]);
2892 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2893 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2894 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, t->reflectmax - t->reflectmin);
2895 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, t->reflectmin);
2896 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2897 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2899 {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2900 {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2901 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2902 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2904 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2905 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2909 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2910 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2913 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2914 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2915 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2916 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2918 if (t->pantstexture)
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2921 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2923 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2925 if (t->shirttexture)
2926 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2928 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2930 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2931 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2932 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2933 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2934 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2935 r_glsl_offsetmapping_scale.value*t->offsetscale,
2936 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2937 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2938 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2940 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2941 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, t->offsetbias);
2942 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2943 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2945 R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
2946 R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
2947 R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
2948 R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
2949 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
2950 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
2951 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
2952 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
2953 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
2954 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
2955 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
2956 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2957 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2958 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2959 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2960 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2961 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2962 if (rsurfacepass == RSURFPASS_BACKGROUND)
2964 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2965 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2966 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2970 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2972 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2973 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2974 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2975 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2977 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2978 if (rsurface.rtlight)
2980 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2981 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2988 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2990 // select a permutation of the lighting shader appropriate to this
2991 // combination of texture, entity, light source, and fogging, only use the
2992 // minimum features necessary to avoid wasting rendering time in the
2993 // fragment shader on features that are not being used
2994 dpuint64 permutation = 0;
2995 unsigned int mode = 0;
2996 const float *lightcolorbase = rtlight->currentcolor;
2997 float ambientscale = rtlight->ambientscale;
2998 float diffusescale = rtlight->diffusescale;
2999 float specularscale = rtlight->specularscale;
3000 // this is the location of the light in view space
3001 vec3_t viewlightorigin;
3002 // this transforms from view space (camera) to light space (cubemap)
3003 matrix4x4_t viewtolight;
3004 matrix4x4_t lighttoview;
3005 float viewtolight16f[16];
3007 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3008 if (rtlight->currentcubemap != r_texture_whitecube)
3009 permutation |= SHADERPERMUTATION_CUBEFILTER;
3010 if (diffusescale > 0)
3011 permutation |= SHADERPERMUTATION_DIFFUSE;
3012 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3013 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3014 if (r_shadow_usingshadowmap2d)
3016 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3017 if (r_shadow_shadowmapvsdct)
3018 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3020 if (r_shadow_shadowmap2ddepthbuffer)
3021 permutation |= SHADERPERMUTATION_DEPTHRGB;
3023 if (vid.allowalphatocoverage)
3024 GL_AlphaToCoverage(false);
3025 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3026 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3027 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3028 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3029 switch(vid.renderpath)
3031 case RENDERPATH_D3D9:
3033 R_SetupShader_SetPermutationHLSL(mode, permutation);
3034 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3035 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3036 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3037 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3038 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3039 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3040 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3041 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);
3042 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3043 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3045 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3046 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3047 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3048 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3049 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3052 case RENDERPATH_D3D10:
3053 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3055 case RENDERPATH_D3D11:
3056 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3058 case RENDERPATH_GL20:
3059 case RENDERPATH_GLES2:
3060 R_SetupShader_SetPermutationGLSL(mode, permutation);
3061 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3062 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3063 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3064 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3065 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3066 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3067 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3068 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);
3069 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]);
3070 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3072 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3073 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3074 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3075 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3076 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3078 case RENDERPATH_GL11:
3079 case RENDERPATH_GL13:
3080 case RENDERPATH_GLES1:
3082 case RENDERPATH_SOFT:
3083 R_SetupShader_SetPermutationGLSL(mode, permutation);
3084 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3085 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3086 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3087 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3088 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3089 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3090 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3091 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);
3092 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3093 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3095 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3096 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3097 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3098 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3099 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3104 #define SKINFRAME_HASH 1024
3108 unsigned int loadsequence; // incremented each level change
3109 memexpandablearray_t array;
3110 skinframe_t *hash[SKINFRAME_HASH];
3113 r_skinframe_t r_skinframe;
3115 void R_SkinFrame_PrepareForPurge(void)
3117 r_skinframe.loadsequence++;
3118 // wrap it without hitting zero
3119 if (r_skinframe.loadsequence >= 200)
3120 r_skinframe.loadsequence = 1;
3123 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3127 // mark the skinframe as used for the purging code
3128 skinframe->loadsequence = r_skinframe.loadsequence;
3131 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
3133 if (s->merged == s->base)
3135 R_PurgeTexture(s->stain); s->stain = NULL;
3136 R_PurgeTexture(s->merged); s->merged = NULL;
3137 R_PurgeTexture(s->base); s->base = NULL;
3138 R_PurgeTexture(s->pants); s->pants = NULL;
3139 R_PurgeTexture(s->shirt); s->shirt = NULL;
3140 R_PurgeTexture(s->nmap); s->nmap = NULL;
3141 R_PurgeTexture(s->gloss); s->gloss = NULL;
3142 R_PurgeTexture(s->glow); s->glow = NULL;
3143 R_PurgeTexture(s->fog); s->fog = NULL;
3144 R_PurgeTexture(s->reflect); s->reflect = NULL;
3145 s->loadsequence = 0;
3148 void R_SkinFrame_Purge(void)
3152 for (i = 0;i < SKINFRAME_HASH;i++)
3154 for (s = r_skinframe.hash[i];s;s = s->next)
3156 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3157 R_SkinFrame_PurgeSkinFrame(s);
3162 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3164 char basename[MAX_QPATH];
3166 Image_StripImageExtension(name, basename, sizeof(basename));
3168 if( last == NULL ) {
3170 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3171 item = r_skinframe.hash[hashindex];
3176 // linearly search through the hash bucket
3177 for( ; item ; item = item->next ) {
3178 if( !strcmp( item->basename, basename ) ) {
3185 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3189 char basename[MAX_QPATH];
3191 Image_StripImageExtension(name, basename, sizeof(basename));
3193 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3194 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3195 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3199 rtexture_t *dyntexture;
3200 // check whether its a dynamic texture
3201 dyntexture = CL_GetDynTexture( basename );
3202 if (!add && !dyntexture)
3204 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3205 memset(item, 0, sizeof(*item));
3206 strlcpy(item->basename, basename, sizeof(item->basename));
3207 item->base = dyntexture; // either NULL or dyntexture handle
3208 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3209 item->comparewidth = comparewidth;
3210 item->compareheight = compareheight;
3211 item->comparecrc = comparecrc;
3212 item->next = r_skinframe.hash[hashindex];
3213 r_skinframe.hash[hashindex] = item;
3215 else if (textureflags & TEXF_FORCE_RELOAD)
3217 rtexture_t *dyntexture;
3218 // check whether its a dynamic texture
3219 dyntexture = CL_GetDynTexture( basename );
3220 if (!add && !dyntexture)
3222 R_SkinFrame_PurgeSkinFrame(item);
3224 else if( item->base == NULL )
3226 rtexture_t *dyntexture;
3227 // check whether its a dynamic texture
3228 // 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]
3229 dyntexture = CL_GetDynTexture( basename );
3230 item->base = dyntexture; // either NULL or dyntexture handle
3233 R_SkinFrame_MarkUsed(item);
3237 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3239 unsigned long long avgcolor[5], wsum; \
3247 for(pix = 0; pix < cnt; ++pix) \
3250 for(comp = 0; comp < 3; ++comp) \
3252 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3255 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3257 for(comp = 0; comp < 3; ++comp) \
3258 avgcolor[comp] += getpixel * w; \
3261 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3262 avgcolor[4] += getpixel; \
3264 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3266 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3267 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3268 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3269 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3272 extern cvar_t gl_picmip;
3273 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3276 unsigned char *pixels;
3277 unsigned char *bumppixels;
3278 unsigned char *basepixels = NULL;
3279 int basepixels_width = 0;
3280 int basepixels_height = 0;
3281 skinframe_t *skinframe;
3282 rtexture_t *ddsbase = NULL;
3283 qboolean ddshasalpha = false;
3284 float ddsavgcolor[4];
3285 char basename[MAX_QPATH];
3286 int miplevel = R_PicmipForFlags(textureflags);
3287 int savemiplevel = miplevel;
3291 if (cls.state == ca_dedicated)
3294 // return an existing skinframe if already loaded
3295 // if loading of the first image fails, don't make a new skinframe as it
3296 // would cause all future lookups of this to be missing
3297 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3298 if (skinframe && skinframe->base)
3301 Image_StripImageExtension(name, basename, sizeof(basename));
3303 // check for DDS texture file first
3304 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3306 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3307 if (basepixels == NULL)
3311 // FIXME handle miplevel
3313 if (developer_loading.integer)
3314 Con_Printf("loading skin \"%s\"\n", name);
3316 // we've got some pixels to store, so really allocate this new texture now
3318 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3319 textureflags &= ~TEXF_FORCE_RELOAD;
3320 skinframe->stain = NULL;
3321 skinframe->merged = NULL;
3322 skinframe->base = NULL;
3323 skinframe->pants = NULL;
3324 skinframe->shirt = NULL;
3325 skinframe->nmap = NULL;
3326 skinframe->gloss = NULL;
3327 skinframe->glow = NULL;
3328 skinframe->fog = NULL;
3329 skinframe->reflect = NULL;
3330 skinframe->hasalpha = false;
3331 // we could store the q2animname here too
3335 skinframe->base = ddsbase;
3336 skinframe->hasalpha = ddshasalpha;
3337 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3338 if (r_loadfog && skinframe->hasalpha)
3339 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3340 //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]);
3344 basepixels_width = image_width;
3345 basepixels_height = image_height;
3346 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);
3347 if (textureflags & TEXF_ALPHA)
3349 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3351 if (basepixels[j] < 255)
3353 skinframe->hasalpha = true;
3357 if (r_loadfog && skinframe->hasalpha)
3359 // has transparent pixels
3360 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3361 for (j = 0;j < image_width * image_height * 4;j += 4)
3366 pixels[j+3] = basepixels[j+3];
3368 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);
3372 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3374 //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]);
3375 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3376 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3377 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3378 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3384 mymiplevel = savemiplevel;
3385 if (r_loadnormalmap)
3386 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3387 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3389 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3390 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3391 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3392 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3395 // _norm is the name used by tenebrae and has been adopted as standard
3396 if (r_loadnormalmap && skinframe->nmap == NULL)
3398 mymiplevel = savemiplevel;
3399 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3401 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);
3405 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3407 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3408 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
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);
3411 Mem_Free(bumppixels);
3413 else if (r_shadow_bumpscale_basetexture.value > 0)
3415 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3416 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3417 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);
3421 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3422 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3426 // _luma is supported only for tenebrae compatibility
3427 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
3428 // _glow is the preferred name
3429 mymiplevel = savemiplevel;
3430 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3432 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);
3434 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3435 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3437 Mem_Free(pixels);pixels = NULL;
3440 mymiplevel = savemiplevel;
3441 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3443 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);
3445 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3446 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3452 mymiplevel = savemiplevel;
3453 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3455 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);
3457 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3458 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3464 mymiplevel = savemiplevel;
3465 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3467 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);
3469 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3470 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3476 mymiplevel = savemiplevel;
3477 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3479 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);
3481 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3482 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3489 Mem_Free(basepixels);
3494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3498 skinframe_t *skinframe;
3501 if (cls.state == ca_dedicated)
3504 // if already loaded just return it, otherwise make a new skinframe
3505 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3506 if (skinframe->base)
3508 textureflags &= ~TEXF_FORCE_RELOAD;
3510 skinframe->stain = NULL;
3511 skinframe->merged = NULL;
3512 skinframe->base = NULL;
3513 skinframe->pants = NULL;
3514 skinframe->shirt = NULL;
3515 skinframe->nmap = NULL;
3516 skinframe->gloss = NULL;
3517 skinframe->glow = NULL;
3518 skinframe->fog = NULL;
3519 skinframe->reflect = NULL;
3520 skinframe->hasalpha = false;
3522 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3526 if (developer_loading.integer)
3527 Con_Printf("loading 32bit skin \"%s\"\n", name);
3529 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3531 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3532 unsigned char *b = a + width * height * 4;
3533 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3534 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3537 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3538 if (textureflags & TEXF_ALPHA)
3540 for (i = 3;i < width * height * 4;i += 4)
3542 if (skindata[i] < 255)
3544 skinframe->hasalpha = true;
3548 if (r_loadfog && skinframe->hasalpha)
3550 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3551 memcpy(fogpixels, skindata, width * height * 4);
3552 for (i = 0;i < width * height * 4;i += 4)
3553 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3554 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3555 Mem_Free(fogpixels);
3559 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3560 //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]);
3565 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3569 skinframe_t *skinframe;
3571 if (cls.state == ca_dedicated)
3574 // if already loaded just return it, otherwise make a new skinframe
3575 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3576 if (skinframe->base)
3578 //textureflags &= ~TEXF_FORCE_RELOAD;
3580 skinframe->stain = NULL;
3581 skinframe->merged = NULL;
3582 skinframe->base = NULL;
3583 skinframe->pants = NULL;
3584 skinframe->shirt = NULL;
3585 skinframe->nmap = NULL;
3586 skinframe->gloss = NULL;
3587 skinframe->glow = NULL;
3588 skinframe->fog = NULL;
3589 skinframe->reflect = NULL;
3590 skinframe->hasalpha = false;
3592 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3596 if (developer_loading.integer)
3597 Con_Printf("loading quake skin \"%s\"\n", name);
3599 // 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)
3600 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3601 memcpy(skinframe->qpixels, skindata, width*height);
3602 skinframe->qwidth = width;
3603 skinframe->qheight = height;
3606 for (i = 0;i < width * height;i++)
3607 featuresmask |= palette_featureflags[skindata[i]];
3609 skinframe->hasalpha = false;
3612 skinframe->hasalpha = true;
3613 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3614 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3615 skinframe->qgeneratemerged = true;
3616 skinframe->qgeneratebase = skinframe->qhascolormapping;
3617 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3619 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3620 //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]);
3625 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3629 unsigned char *skindata;
3632 if (!skinframe->qpixels)
3635 if (!skinframe->qhascolormapping)
3636 colormapped = false;
3640 if (!skinframe->qgeneratebase)
3645 if (!skinframe->qgeneratemerged)
3649 width = skinframe->qwidth;
3650 height = skinframe->qheight;
3651 skindata = skinframe->qpixels;
3653 if (skinframe->qgeneratenmap)
3655 unsigned char *a, *b;
3656 skinframe->qgeneratenmap = false;
3657 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3658 b = a + width * height * 4;
3659 // use either a custom palette or the quake palette
3660 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3661 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3662 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3666 if (skinframe->qgenerateglow)
3668 skinframe->qgenerateglow = false;
3669 if (skinframe->hasalpha) // fence textures
3670 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
3672 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
3677 skinframe->qgeneratebase = false;
3678 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);
3679 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);
3680 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);
3684 skinframe->qgeneratemerged = false;
3685 if (skinframe->hasalpha) // fence textures
3686 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
3688 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);
3691 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3693 Mem_Free(skinframe->qpixels);
3694 skinframe->qpixels = NULL;
3698 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)
3701 skinframe_t *skinframe;
3704 if (cls.state == ca_dedicated)
3707 // if already loaded just return it, otherwise make a new skinframe
3708 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3709 if (skinframe->base)
3711 textureflags &= ~TEXF_FORCE_RELOAD;
3713 skinframe->stain = NULL;
3714 skinframe->merged = NULL;
3715 skinframe->base = NULL;
3716 skinframe->pants = NULL;
3717 skinframe->shirt = NULL;
3718 skinframe->nmap = NULL;
3719 skinframe->gloss = NULL;
3720 skinframe->glow = NULL;
3721 skinframe->fog = NULL;
3722 skinframe->reflect = NULL;
3723 skinframe->hasalpha = false;
3725 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3729 if (developer_loading.integer)
3730 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3732 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3733 if (textureflags & TEXF_ALPHA)
3735 for (i = 0;i < width * height;i++)
3737 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3739 skinframe->hasalpha = true;
3743 if (r_loadfog && skinframe->hasalpha)
3744 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3747 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3748 //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]);
3753 skinframe_t *R_SkinFrame_LoadMissing(void)
3755 skinframe_t *skinframe;
3757 if (cls.state == ca_dedicated)
3760 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3761 skinframe->stain = NULL;
3762 skinframe->merged = NULL;
3763 skinframe->base = NULL;
3764 skinframe->pants = NULL;
3765 skinframe->shirt = NULL;
3766 skinframe->nmap = NULL;
3767 skinframe->gloss = NULL;
3768 skinframe->glow = NULL;
3769 skinframe->fog = NULL;
3770 skinframe->reflect = NULL;
3771 skinframe->hasalpha = false;
3773 skinframe->avgcolor[0] = rand() / RAND_MAX;
3774 skinframe->avgcolor[1] = rand() / RAND_MAX;
3775 skinframe->avgcolor[2] = rand() / RAND_MAX;
3776 skinframe->avgcolor[3] = 1;
3781 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3782 typedef struct suffixinfo_s
3785 qboolean flipx, flipy, flipdiagonal;
3788 static suffixinfo_t suffix[3][6] =
3791 {"px", false, false, false},
3792 {"nx", false, false, false},
3793 {"py", false, false, false},
3794 {"ny", false, false, false},
3795 {"pz", false, false, false},
3796 {"nz", false, false, false}
3799 {"posx", false, false, false},
3800 {"negx", false, false, false},
3801 {"posy", false, false, false},
3802 {"negy", false, false, false},
3803 {"posz", false, false, false},
3804 {"negz", false, false, false}
3807 {"rt", true, false, true},
3808 {"lf", false, true, true},
3809 {"ft", true, true, false},
3810 {"bk", false, false, false},
3811 {"up", true, false, true},
3812 {"dn", true, false, true}
3816 static int componentorder[4] = {0, 1, 2, 3};
3818 static rtexture_t *R_LoadCubemap(const char *basename)
3820 int i, j, cubemapsize;
3821 unsigned char *cubemappixels, *image_buffer;
3822 rtexture_t *cubemaptexture;
3824 // must start 0 so the first loadimagepixels has no requested width/height
3826 cubemappixels = NULL;
3827 cubemaptexture = NULL;
3828 // keep trying different suffix groups (posx, px, rt) until one loads
3829 for (j = 0;j < 3 && !cubemappixels;j++)
3831 // load the 6 images in the suffix group
3832 for (i = 0;i < 6;i++)
3834 // generate an image name based on the base and and suffix
3835 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3837 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3839 // an image loaded, make sure width and height are equal
3840 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3842 // if this is the first image to load successfully, allocate the cubemap memory
3843 if (!cubemappixels && image_width >= 1)
3845 cubemapsize = image_width;
3846 // note this clears to black, so unavailable sides are black
3847 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3849 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3851 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);
3854 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3856 Mem_Free(image_buffer);
3860 // if a cubemap loaded, upload it
3863 if (developer_loading.integer)
3864 Con_Printf("loading cubemap \"%s\"\n", basename);
3866 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);
3867 Mem_Free(cubemappixels);
3871 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3872 if (developer_loading.integer)
3874 Con_Printf("(tried tried images ");
3875 for (j = 0;j < 3;j++)
3876 for (i = 0;i < 6;i++)
3877 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3878 Con_Print(" and was unable to find any of them).\n");
3881 return cubemaptexture;
3884 rtexture_t *R_GetCubemap(const char *basename)
3887 for (i = 0;i < r_texture_numcubemaps;i++)
3888 if (r_texture_cubemaps[i] != NULL)
3889 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3890 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3891 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3892 return r_texture_whitecube;
3893 r_texture_numcubemaps++;
3894 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3895 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3896 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3897 return r_texture_cubemaps[i]->texture;
3900 static void R_Main_FreeViewCache(void)
3902 if (r_refdef.viewcache.entityvisible)
3903 Mem_Free(r_refdef.viewcache.entityvisible);
3904 if (r_refdef.viewcache.world_pvsbits)
3905 Mem_Free(r_refdef.viewcache.world_pvsbits);
3906 if (r_refdef.viewcache.world_leafvisible)
3907 Mem_Free(r_refdef.viewcache.world_leafvisible);
3908 if (r_refdef.viewcache.world_surfacevisible)
3909 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3910 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3913 static void R_Main_ResizeViewCache(void)
3915 int numentities = r_refdef.scene.numentities;
3916 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3917 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3918 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3919 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3920 if (r_refdef.viewcache.maxentities < numentities)
3922 r_refdef.viewcache.maxentities = numentities;
3923 if (r_refdef.viewcache.entityvisible)
3924 Mem_Free(r_refdef.viewcache.entityvisible);
3925 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3927 if (r_refdef.viewcache.world_numclusters != numclusters)
3929 r_refdef.viewcache.world_numclusters = numclusters;
3930 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3931 if (r_refdef.viewcache.world_pvsbits)
3932 Mem_Free(r_refdef.viewcache.world_pvsbits);
3933 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3935 if (r_refdef.viewcache.world_numleafs != numleafs)
3937 r_refdef.viewcache.world_numleafs = numleafs;
3938 if (r_refdef.viewcache.world_leafvisible)
3939 Mem_Free(r_refdef.viewcache.world_leafvisible);
3940 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3942 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3944 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3945 if (r_refdef.viewcache.world_surfacevisible)
3946 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3947 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3951 extern rtexture_t *loadingscreentexture;
3952 static void gl_main_start(void)
3954 loadingscreentexture = NULL;
3955 r_texture_blanknormalmap = NULL;
3956 r_texture_white = NULL;
3957 r_texture_grey128 = NULL;
3958 r_texture_black = NULL;
3959 r_texture_whitecube = NULL;
3960 r_texture_normalizationcube = NULL;
3961 r_texture_fogattenuation = NULL;
3962 r_texture_fogheighttexture = NULL;
3963 r_texture_gammaramps = NULL;
3964 r_texture_numcubemaps = 0;
3965 r_uniformbufferalignment = 32;
3967 r_loaddds = r_texture_dds_load.integer != 0;
3968 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3970 switch(vid.renderpath)
3972 case RENDERPATH_GL20:
3973 case RENDERPATH_D3D9:
3974 case RENDERPATH_D3D10:
3975 case RENDERPATH_D3D11:
3976 case RENDERPATH_SOFT:
3977 case RENDERPATH_GLES2:
3978 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3979 Cvar_SetValueQuick(&gl_combine, 1);
3980 Cvar_SetValueQuick(&r_glsl, 1);
3981 r_loadnormalmap = true;
3984 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3985 if (vid.support.arb_uniform_buffer_object)
3986 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3989 case RENDERPATH_GL13:
3990 case RENDERPATH_GLES1:
3991 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3992 Cvar_SetValueQuick(&gl_combine, 1);
3993 Cvar_SetValueQuick(&r_glsl, 0);
3994 r_loadnormalmap = false;
3995 r_loadgloss = false;
3998 case RENDERPATH_GL11:
3999 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4000 Cvar_SetValueQuick(&gl_combine, 0);
4001 Cvar_SetValueQuick(&r_glsl, 0);
4002 r_loadnormalmap = false;
4003 r_loadgloss = false;
4009 R_FrameData_Reset();
4010 R_BufferData_Reset();
4014 memset(r_queries, 0, sizeof(r_queries));
4016 r_qwskincache = NULL;
4017 r_qwskincache_size = 0;
4019 // due to caching of texture_t references, the collision cache must be reset
4020 Collision_Cache_Reset(true);
4022 // set up r_skinframe loading system for textures
4023 memset(&r_skinframe, 0, sizeof(r_skinframe));
4024 r_skinframe.loadsequence = 1;
4025 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4027 r_main_texturepool = R_AllocTexturePool();
4028 R_BuildBlankTextures();
4030 if (vid.support.arb_texture_cube_map)
4033 R_BuildNormalizationCube();
4035 r_texture_fogattenuation = NULL;
4036 r_texture_fogheighttexture = NULL;
4037 r_texture_gammaramps = NULL;
4038 //r_texture_fogintensity = NULL;
4039 memset(&r_fb, 0, sizeof(r_fb));
4040 r_glsl_permutation = NULL;
4041 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4042 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4044 r_hlsl_permutation = NULL;
4045 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4046 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4048 memset(&r_svbsp, 0, sizeof (r_svbsp));
4050 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4051 r_texture_numcubemaps = 0;
4053 r_refdef.fogmasktable_density = 0;
4056 // For Steelstorm Android
4057 // FIXME CACHE the program and reload
4058 // FIXME see possible combinations for SS:BR android
4059 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4060 R_SetupShader_SetPermutationGLSL(0, 12);
4061 R_SetupShader_SetPermutationGLSL(0, 13);
4062 R_SetupShader_SetPermutationGLSL(0, 8388621);
4063 R_SetupShader_SetPermutationGLSL(3, 0);
4064 R_SetupShader_SetPermutationGLSL(3, 2048);
4065 R_SetupShader_SetPermutationGLSL(5, 0);
4066 R_SetupShader_SetPermutationGLSL(5, 2);
4067 R_SetupShader_SetPermutationGLSL(5, 2048);
4068 R_SetupShader_SetPermutationGLSL(5, 8388608);
4069 R_SetupShader_SetPermutationGLSL(11, 1);
4070 R_SetupShader_SetPermutationGLSL(11, 2049);
4071 R_SetupShader_SetPermutationGLSL(11, 8193);
4072 R_SetupShader_SetPermutationGLSL(11, 10241);
4073 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4077 static void gl_main_shutdown(void)
4080 R_FrameData_Reset();
4081 R_BufferData_Reset();
4083 R_Main_FreeViewCache();
4085 switch(vid.renderpath)
4087 case RENDERPATH_GL11:
4088 case RENDERPATH_GL13:
4089 case RENDERPATH_GL20:
4090 case RENDERPATH_GLES1:
4091 case RENDERPATH_GLES2:
4092 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4094 qglDeleteQueriesARB(r_maxqueries, r_queries);
4097 case RENDERPATH_D3D9:
4098 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4100 case RENDERPATH_D3D10:
4101 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4103 case RENDERPATH_D3D11:
4104 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4106 case RENDERPATH_SOFT:
4112 memset(r_queries, 0, sizeof(r_queries));
4114 r_qwskincache = NULL;
4115 r_qwskincache_size = 0;
4117 // clear out the r_skinframe state
4118 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4119 memset(&r_skinframe, 0, sizeof(r_skinframe));
4122 Mem_Free(r_svbsp.nodes);
4123 memset(&r_svbsp, 0, sizeof (r_svbsp));
4124 R_FreeTexturePool(&r_main_texturepool);
4125 loadingscreentexture = NULL;
4126 r_texture_blanknormalmap = NULL;
4127 r_texture_white = NULL;
4128 r_texture_grey128 = NULL;
4129 r_texture_black = NULL;
4130 r_texture_whitecube = NULL;
4131 r_texture_normalizationcube = NULL;
4132 r_texture_fogattenuation = NULL;
4133 r_texture_fogheighttexture = NULL;
4134 r_texture_gammaramps = NULL;
4135 r_texture_numcubemaps = 0;
4136 //r_texture_fogintensity = NULL;
4137 memset(&r_fb, 0, sizeof(r_fb));
4140 r_glsl_permutation = NULL;
4141 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4142 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4144 r_hlsl_permutation = NULL;
4145 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4146 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4150 static void gl_main_newmap(void)
4152 // FIXME: move this code to client
4153 char *entities, entname[MAX_QPATH];
4155 Mem_Free(r_qwskincache);
4156 r_qwskincache = NULL;
4157 r_qwskincache_size = 0;
4160 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4161 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4163 CL_ParseEntityLump(entities);
4167 if (cl.worldmodel->brush.entities)
4168 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4170 R_Main_FreeViewCache();
4172 R_FrameData_Reset();
4173 R_BufferData_Reset();
4176 void GL_Main_Init(void)
4179 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4180 R_InitShaderModeInfo();
4182 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4183 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4184 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4185 if (gamemode == GAME_NEHAHRA)
4187 Cvar_RegisterVariable (&gl_fogenable);
4188 Cvar_RegisterVariable (&gl_fogdensity);
4189 Cvar_RegisterVariable (&gl_fogred);
4190 Cvar_RegisterVariable (&gl_foggreen);
4191 Cvar_RegisterVariable (&gl_fogblue);
4192 Cvar_RegisterVariable (&gl_fogstart);
4193 Cvar_RegisterVariable (&gl_fogend);
4194 Cvar_RegisterVariable (&gl_skyclip);
4196 Cvar_RegisterVariable(&r_motionblur);
4197 Cvar_RegisterVariable(&r_damageblur);
4198 Cvar_RegisterVariable(&r_motionblur_averaging);
4199 Cvar_RegisterVariable(&r_motionblur_randomize);
4200 Cvar_RegisterVariable(&r_motionblur_minblur);
4201 Cvar_RegisterVariable(&r_motionblur_maxblur);
4202 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4203 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4204 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4205 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4206 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4207 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4208 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4209 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4210 Cvar_RegisterVariable(&r_equalize_entities_by);
4211 Cvar_RegisterVariable(&r_equalize_entities_to);
4212 Cvar_RegisterVariable(&r_depthfirst);
4213 Cvar_RegisterVariable(&r_useinfinitefarclip);
4214 Cvar_RegisterVariable(&r_farclip_base);
4215 Cvar_RegisterVariable(&r_farclip_world);
4216 Cvar_RegisterVariable(&r_nearclip);
4217 Cvar_RegisterVariable(&r_deformvertexes);
4218 Cvar_RegisterVariable(&r_transparent);
4219 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4220 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4221 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4222 Cvar_RegisterVariable(&r_showoverdraw);
4223 Cvar_RegisterVariable(&r_showbboxes);
4224 Cvar_RegisterVariable(&r_showbboxes_client);
4225 Cvar_RegisterVariable(&r_showsurfaces);
4226 Cvar_RegisterVariable(&r_showtris);
4227 Cvar_RegisterVariable(&r_shownormals);
4228 Cvar_RegisterVariable(&r_showlighting);
4229 Cvar_RegisterVariable(&r_showshadowvolumes);
4230 Cvar_RegisterVariable(&r_showcollisionbrushes);
4231 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4232 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4233 Cvar_RegisterVariable(&r_showdisabledepthtest);
4234 Cvar_RegisterVariable(&r_drawportals);
4235 Cvar_RegisterVariable(&r_drawentities);
4236 Cvar_RegisterVariable(&r_draw2d);
4237 Cvar_RegisterVariable(&r_drawworld);
4238 Cvar_RegisterVariable(&r_cullentities_trace);
4239 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
4240 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4241 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4242 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4243 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4244 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
4245 Cvar_RegisterVariable(&r_sortentities);
4246 Cvar_RegisterVariable(&r_drawviewmodel);
4247 Cvar_RegisterVariable(&r_drawexteriormodel);
4248 Cvar_RegisterVariable(&r_speeds);
4249 Cvar_RegisterVariable(&r_fullbrights);
4250 Cvar_RegisterVariable(&r_wateralpha);
4251 Cvar_RegisterVariable(&r_dynamic);
4252 Cvar_RegisterVariable(&r_fakelight);
4253 Cvar_RegisterVariable(&r_fakelight_intensity);
4254 Cvar_RegisterVariable(&r_fullbright_directed);
4255 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
4256 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
4257 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
4258 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
4259 Cvar_RegisterVariable(&r_fullbright);
4260 Cvar_RegisterVariable(&r_shadows);
4261 Cvar_RegisterVariable(&r_shadows_darken);
4262 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4263 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4264 Cvar_RegisterVariable(&r_shadows_throwdistance);
4265 Cvar_RegisterVariable(&r_shadows_throwdirection);
4266 Cvar_RegisterVariable(&r_shadows_focus);
4267 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4268 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4269 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4270 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4271 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4272 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4273 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4274 Cvar_RegisterVariable(&r_fog_exp2);
4275 Cvar_RegisterVariable(&r_fog_clear);
4276 Cvar_RegisterVariable(&r_drawfog);
4277 Cvar_RegisterVariable(&r_transparentdepthmasking);
4278 Cvar_RegisterVariable(&r_transparent_sortmindist);
4279 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4280 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4281 Cvar_RegisterVariable(&r_texture_dds_load);
4282 Cvar_RegisterVariable(&r_texture_dds_save);
4283 Cvar_RegisterVariable(&r_textureunits);
4284 Cvar_RegisterVariable(&gl_combine);
4285 Cvar_RegisterVariable(&r_usedepthtextures);
4286 Cvar_RegisterVariable(&r_viewfbo);
4287 Cvar_RegisterVariable(&r_viewscale);
4288 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4289 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4290 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4291 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4292 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4293 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4294 Cvar_RegisterVariable(&r_glsl);
4295 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4296 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4297 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4298 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4299 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4300 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4301 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4302 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4303 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4304 Cvar_RegisterVariable(&r_glsl_postprocess);
4305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4307 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4308 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4309 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4310 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4311 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4312 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4313 Cvar_RegisterVariable(&r_celshading);
4314 Cvar_RegisterVariable(&r_celoutlines);
4316 Cvar_RegisterVariable(&r_water);
4317 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4318 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4319 Cvar_RegisterVariable(&r_water_clippingplanebias);
4320 Cvar_RegisterVariable(&r_water_refractdistort);
4321 Cvar_RegisterVariable(&r_water_reflectdistort);
4322 Cvar_RegisterVariable(&r_water_scissormode);
4323 Cvar_RegisterVariable(&r_water_lowquality);
4324 Cvar_RegisterVariable(&r_water_hideplayer);
4325 Cvar_RegisterVariable(&r_water_fbo);
4327 Cvar_RegisterVariable(&r_lerpsprites);
4328 Cvar_RegisterVariable(&r_lerpmodels);
4329 Cvar_RegisterVariable(&r_lerplightstyles);
4330 Cvar_RegisterVariable(&r_waterscroll);
4331 Cvar_RegisterVariable(&r_bloom);
4332 Cvar_RegisterVariable(&r_bloom_colorscale);
4333 Cvar_RegisterVariable(&r_bloom_brighten);
4334 Cvar_RegisterVariable(&r_bloom_blur);
4335 Cvar_RegisterVariable(&r_bloom_resolution);
4336 Cvar_RegisterVariable(&r_bloom_colorexponent);
4337 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4338 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4339 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4340 Cvar_RegisterVariable(&r_hdr_glowintensity);
4341 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4342 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4343 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4344 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4345 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4346 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4347 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4348 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4349 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4350 Cvar_RegisterVariable(&developer_texturelogging);
4351 Cvar_RegisterVariable(&gl_lightmaps);
4352 Cvar_RegisterVariable(&r_test);
4353 Cvar_RegisterVariable(&r_batch_multidraw);
4354 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4355 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4356 Cvar_RegisterVariable(&r_glsl_skeletal);
4357 Cvar_RegisterVariable(&r_glsl_saturation);
4358 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4359 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4360 Cvar_RegisterVariable(&r_framedatasize);
4361 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4362 Cvar_RegisterVariable(&r_buffermegs[i]);
4363 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4364 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4365 Cvar_SetValue("r_fullbrights", 0);
4366 #ifdef DP_MOBILETOUCH
4367 // GLES devices have terrible depth precision in general, so...
4368 Cvar_SetValueQuick(&r_nearclip, 4);
4369 Cvar_SetValueQuick(&r_farclip_base, 4096);
4370 Cvar_SetValueQuick(&r_farclip_world, 0);
4371 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4373 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4376 void Render_Init(void)
4389 R_LightningBeams_Init();
4399 extern char *ENGINE_EXTENSIONS;
4402 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4403 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4404 gl_version = (const char *)qglGetString(GL_VERSION);
4405 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4409 if (!gl_platformextensions)
4410 gl_platformextensions = "";
4412 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4413 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4414 Con_Printf("GL_VERSION: %s\n", gl_version);
4415 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4416 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4418 VID_CheckExtensions();
4420 // LordHavoc: report supported extensions
4422 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4424 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4427 // clear to black (loading plaque will be seen over this)
4428 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4432 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4436 if (r_trippy.integer)
4438 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4440 p = r_refdef.view.frustum + i;
4445 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4449 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4457 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4461 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4465 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4469 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4473 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4481 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4485 if (r_trippy.integer)
4487 for (i = 0;i < numplanes;i++)
4494 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4498 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4502 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4506 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4510 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4514 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4518 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4522 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4530 //==================================================================================
4532 // LordHavoc: this stores temporary data used within the same frame
4534 typedef struct r_framedata_mem_s
4536 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4537 size_t size; // how much usable space
4538 size_t current; // how much space in use
4539 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4540 size_t wantedsize; // how much space was allocated
4541 unsigned char *data; // start of real data (16byte aligned)
4545 static r_framedata_mem_t *r_framedata_mem;
4547 void R_FrameData_Reset(void)
4549 while (r_framedata_mem)
4551 r_framedata_mem_t *next = r_framedata_mem->purge;
4552 Mem_Free(r_framedata_mem);
4553 r_framedata_mem = next;
4557 static void R_FrameData_Resize(qboolean mustgrow)
4560 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4561 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4562 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4564 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4565 newmem->wantedsize = wantedsize;
4566 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4567 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4568 newmem->current = 0;
4570 newmem->purge = r_framedata_mem;
4571 r_framedata_mem = newmem;
4575 void R_FrameData_NewFrame(void)
4577 R_FrameData_Resize(false);
4578 if (!r_framedata_mem)
4580 // if we ran out of space on the last frame, free the old memory now
4581 while (r_framedata_mem->purge)
4583 // repeatedly remove the second item in the list, leaving only head
4584 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4585 Mem_Free(r_framedata_mem->purge);
4586 r_framedata_mem->purge = next;
4588 // reset the current mem pointer
4589 r_framedata_mem->current = 0;
4590 r_framedata_mem->mark = 0;
4593 void *R_FrameData_Alloc(size_t size)
4598 // align to 16 byte boundary - the data pointer is already aligned, so we
4599 // only need to ensure the size of every allocation is also aligned
4600 size = (size + 15) & ~15;
4602 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4604 // emergency - we ran out of space, allocate more memory
4605 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
4606 newvalue = r_framedatasize.value * 2.0f;
4607 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
4608 if (sizeof(size_t) >= 8)
4609 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
4611 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
4612 // this might not be a growing it, but we'll allocate another buffer every time
4613 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4614 R_FrameData_Resize(true);
4617 data = r_framedata_mem->data + r_framedata_mem->current;
4618 r_framedata_mem->current += size;
4620 // count the usage for stats
4621 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4622 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4624 return (void *)data;
4627 void *R_FrameData_Store(size_t size, void *data)
4629 void *d = R_FrameData_Alloc(size);
4631 memcpy(d, data, size);
4635 void R_FrameData_SetMark(void)
4637 if (!r_framedata_mem)
4639 r_framedata_mem->mark = r_framedata_mem->current;
4642 void R_FrameData_ReturnToMark(void)
4644 if (!r_framedata_mem)
4646 r_framedata_mem->current = r_framedata_mem->mark;
4649 //==================================================================================
4651 // avoid reusing the same buffer objects on consecutive frames
4652 #define R_BUFFERDATA_CYCLE 3
4654 typedef struct r_bufferdata_buffer_s
4656 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4657 size_t size; // how much usable space
4658 size_t current; // how much space in use
4659 r_meshbuffer_t *buffer; // the buffer itself
4661 r_bufferdata_buffer_t;
4663 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4664 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4666 /// frees all dynamic buffers
4667 void R_BufferData_Reset(void)
4670 r_bufferdata_buffer_t **p, *mem;
4671 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4673 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4676 p = &r_bufferdata_buffer[cycle][type];
4682 R_Mesh_DestroyMeshBuffer(mem->buffer);
4689 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4690 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4692 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4694 float newvalue = r_buffermegs[type].value;
4696 // increase the cvar if we have to (but only if we already have a mem)
4697 if (mustgrow && mem)
4699 newvalue = bound(0.25f, newvalue, 256.0f);
4700 while (newvalue * 1024*1024 < minsize)
4703 // clamp the cvar to valid range
4704 newvalue = bound(0.25f, newvalue, 256.0f);
4705 if (r_buffermegs[type].value != newvalue)
4706 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4708 // calculate size in bytes
4709 size = (size_t)(newvalue * 1024*1024);
4710 size = bound(131072, size, 256*1024*1024);
4712 // allocate a new buffer if the size is different (purge old one later)
4713 // or if we were told we must grow the buffer
4714 if (!mem || mem->size != size || mustgrow)
4716 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4719 if (type == R_BUFFERDATA_VERTEX)
4720 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4721 else if (type == R_BUFFERDATA_INDEX16)
4722 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4723 else if (type == R_BUFFERDATA_INDEX32)
4724 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4725 else if (type == R_BUFFERDATA_UNIFORM)
4726 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4727 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4728 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4732 void R_BufferData_NewFrame(void)
4735 r_bufferdata_buffer_t **p, *mem;
4736 // cycle to the next frame's buffers
4737 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4738 // if we ran out of space on the last time we used these buffers, free the old memory now
4739 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4741 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4743 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4744 // free all but the head buffer, this is how we recycle obsolete
4745 // buffers after they are no longer in use
4746 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4752 R_Mesh_DestroyMeshBuffer(mem->buffer);
4755 // reset the current offset
4756 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4761 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4763 r_bufferdata_buffer_t *mem;
4767 *returnbufferoffset = 0;
4769 // align size to a byte boundary appropriate for the buffer type, this
4770 // makes all allocations have aligned start offsets
4771 if (type == R_BUFFERDATA_UNIFORM)
4772 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4774 padsize = (datasize + 15) & ~15;
4776 // if we ran out of space in this buffer we must allocate a new one
4777 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4778 R_BufferData_Resize(type, true, padsize);
4780 // if the resize did not give us enough memory, fail
4781 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4782 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4784 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4785 offset = (int)mem->current;
4786 mem->current += padsize;
4788 // upload the data to the buffer at the chosen offset
4790 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4791 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4793 // count the usage for stats
4794 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4795 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4797 // return the buffer offset
4798 *returnbufferoffset = offset;
4803 //==================================================================================
4805 // LordHavoc: animcache originally written by Echon, rewritten since then
4808 * Animation cache prevents re-generating mesh data for an animated model
4809 * multiple times in one frame for lighting, shadowing, reflections, etc.
4812 void R_AnimCache_Free(void)
4816 void R_AnimCache_ClearCache(void)
4819 entity_render_t *ent;
4821 for (i = 0;i < r_refdef.scene.numentities;i++)
4823 ent = r_refdef.scene.entities[i];
4824 ent->animcache_vertex3f = NULL;
4825 ent->animcache_vertex3f_vertexbuffer = NULL;
4826 ent->animcache_vertex3f_bufferoffset = 0;
4827 ent->animcache_normal3f = NULL;
4828 ent->animcache_normal3f_vertexbuffer = NULL;
4829 ent->animcache_normal3f_bufferoffset = 0;
4830 ent->animcache_svector3f = NULL;
4831 ent->animcache_svector3f_vertexbuffer = NULL;
4832 ent->animcache_svector3f_bufferoffset = 0;
4833 ent->animcache_tvector3f = NULL;
4834 ent->animcache_tvector3f_vertexbuffer = NULL;
4835 ent->animcache_tvector3f_bufferoffset = 0;
4836 ent->animcache_vertexmesh = NULL;
4837 ent->animcache_vertexmesh_vertexbuffer = NULL;
4838 ent->animcache_vertexmesh_bufferoffset = 0;
4839 ent->animcache_skeletaltransform3x4 = NULL;
4840 ent->animcache_skeletaltransform3x4buffer = NULL;
4841 ent->animcache_skeletaltransform3x4offset = 0;
4842 ent->animcache_skeletaltransform3x4size = 0;
4846 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4850 // check if we need the meshbuffers
4851 if (!vid.useinterleavedarrays)
4854 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4855 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4856 // TODO: upload vertexbuffer?
4857 if (ent->animcache_vertexmesh)
4859 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4860 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4861 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4862 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4863 for (i = 0;i < numvertices;i++)
4864 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4865 if (ent->animcache_svector3f)
4866 for (i = 0;i < numvertices;i++)
4867 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4868 if (ent->animcache_tvector3f)
4869 for (i = 0;i < numvertices;i++)
4870 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4871 if (ent->animcache_normal3f)
4872 for (i = 0;i < numvertices;i++)
4873 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4877 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4879 dp_model_t *model = ent->model;
4882 // see if this ent is worth caching
4883 if (!model || !model->Draw || !model->AnimateVertices)
4885 // nothing to cache if it contains no animations and has no skeleton
4886 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4888 // see if it is already cached for gpuskeletal
4889 if (ent->animcache_skeletaltransform3x4)
4891 // see if it is already cached as a mesh
4892 if (ent->animcache_vertex3f)
4894 // check if we need to add normals or tangents
4895 if (ent->animcache_normal3f)
4896 wantnormals = false;
4897 if (ent->animcache_svector3f)
4898 wanttangents = false;
4899 if (!wantnormals && !wanttangents)
4903 // check which kind of cache we need to generate
4904 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4906 // cache the skeleton so the vertex shader can use it
4907 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4908 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4909 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4910 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4911 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4912 // note: this can fail if the buffer is at the grow limit
4913 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4914 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4916 else if (ent->animcache_vertex3f)
4918 // mesh was already cached but we may need to add normals/tangents
4919 // (this only happens with multiple views, reflections, cameras, etc)
4920 if (wantnormals || wanttangents)
4922 numvertices = model->surfmesh.num_vertices;
4924 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4927 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4928 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4930 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4931 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4932 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4933 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4934 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4939 // generate mesh cache
4940 numvertices = model->surfmesh.num_vertices;
4941 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4943 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4946 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4947 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4949 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4950 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4951 if (wantnormals || wanttangents)
4953 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4954 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4955 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4957 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4958 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4959 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4964 void R_AnimCache_CacheVisibleEntities(void)
4967 qboolean wantnormals = true;
4968 qboolean wanttangents = !r_showsurfaces.integer;
4970 switch(vid.renderpath)
4972 case RENDERPATH_GL20:
4973 case RENDERPATH_D3D9:
4974 case RENDERPATH_D3D10:
4975 case RENDERPATH_D3D11:
4976 case RENDERPATH_GLES2:
4978 case RENDERPATH_GL11:
4979 case RENDERPATH_GL13:
4980 case RENDERPATH_GLES1:
4981 wanttangents = false;
4983 case RENDERPATH_SOFT:
4987 if (r_shownormals.integer)
4988 wanttangents = wantnormals = true;
4990 // TODO: thread this
4991 // NOTE: R_PrepareRTLights() also caches entities
4993 for (i = 0;i < r_refdef.scene.numentities;i++)
4994 if (r_refdef.viewcache.entityvisible[i])
4995 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4998 //==================================================================================
5000 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5003 vec3_t eyemins, eyemaxs;
5004 vec3_t boxmins, boxmaxs;
5007 dp_model_t *model = r_refdef.scene.worldmodel;
5008 static vec3_t positions[] = {
5009 { 0.5f, 0.5f, 0.5f },
5010 { 0.0f, 0.0f, 0.0f },
5011 { 0.0f, 0.0f, 1.0f },
5012 { 0.0f, 1.0f, 0.0f },
5013 { 0.0f, 1.0f, 1.0f },
5014 { 1.0f, 0.0f, 0.0f },
5015 { 1.0f, 0.0f, 1.0f },
5016 { 1.0f, 1.0f, 0.0f },
5017 { 1.0f, 1.0f, 1.0f },
5020 // sample count can be set to -1 to skip this logic, for flicker-prone objects
5024 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
5025 if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer)
5028 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
5031 // expand the eye box a little
5032 eyemins[0] = eye[0] - eyejitter;
5033 eyemaxs[0] = eye[0] + eyejitter;
5034 eyemins[1] = eye[1] - eyejitter;
5035 eyemaxs[1] = eye[1] + eyejitter;
5036 eyemins[2] = eye[2] - eyejitter;
5037 eyemaxs[2] = eye[2] + eyejitter;
5038 // expand the box a little
5039 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0];
5040 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0];
5041 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1];
5042 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1];
5043 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2];
5044 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2];
5046 // return true if eye overlaps enlarged box
5047 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
5050 // try specific positions in the box first - note that these can be cached
5051 if (r_cullentities_trace_entityocclusion.integer)
5053 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
5055 VectorCopy(eye, start);
5056 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
5057 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
5058 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
5059 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
5060 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5061 // not picky - if the trace ended anywhere in the box we're good
5062 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5066 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5069 // try various random positions
5070 for (i = 0; i < numsamples; i++)
5072 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
5073 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5074 if (r_cullentities_trace_entityocclusion.integer)
5076 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5077 // not picky - if the trace ended anywhere in the box we're good
5078 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5081 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5089 static void R_View_UpdateEntityVisible (void)
5094 entity_render_t *ent;
5096 if (r_refdef.envmap || r_fb.water.hideplayer)
5097 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5098 else if (chase_active.integer || r_fb.water.renderingscene)
5099 renderimask = RENDER_VIEWMODEL;
5101 renderimask = RENDER_EXTERIORMODEL;
5102 if (!r_drawviewmodel.integer)
5103 renderimask |= RENDER_VIEWMODEL;
5104 if (!r_drawexteriormodel.integer)
5105 renderimask |= RENDER_EXTERIORMODEL;
5106 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5107 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5109 // worldmodel can check visibility
5110 for (i = 0;i < r_refdef.scene.numentities;i++)
5112 ent = r_refdef.scene.entities[i];
5113 if (!(ent->flags & renderimask))
5114 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)))
5115 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))
5116 r_refdef.viewcache.entityvisible[i] = true;
5121 // no worldmodel or it can't check visibility
5122 for (i = 0;i < r_refdef.scene.numentities;i++)
5124 ent = r_refdef.scene.entities[i];
5125 if (!(ent->flags & renderimask))
5126 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)))
5127 r_refdef.viewcache.entityvisible[i] = true;
5130 if (r_cullentities_trace.integer)
5132 for (i = 0;i < r_refdef.scene.numentities;i++)
5134 if (!r_refdef.viewcache.entityvisible[i])
5136 ent = r_refdef.scene.entities[i];
5137 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5139 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
5140 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5141 ent->last_trace_visibility = realtime;
5142 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5143 r_refdef.viewcache.entityvisible[i] = 0;
5149 /// only used if skyrendermasked, and normally returns false
5150 static int R_DrawBrushModelsSky (void)
5153 entity_render_t *ent;
5156 for (i = 0;i < r_refdef.scene.numentities;i++)
5158 if (!r_refdef.viewcache.entityvisible[i])
5160 ent = r_refdef.scene.entities[i];
5161 if (!ent->model || !ent->model->DrawSky)
5163 ent->model->DrawSky(ent);
5169 static void R_DrawNoModel(entity_render_t *ent);
5170 static void R_DrawModels(void)
5173 entity_render_t *ent;
5175 for (i = 0;i < r_refdef.scene.numentities;i++)
5177 if (!r_refdef.viewcache.entityvisible[i])
5179 ent = r_refdef.scene.entities[i];
5180 r_refdef.stats[r_stat_entities]++;
5182 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5185 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5186 Con_Printf("R_DrawModels\n");
5187 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]);
5188 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);
5189 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);
5192 if (ent->model && ent->model->Draw != NULL)
5193 ent->model->Draw(ent);
5199 static void R_DrawModelsDepth(void)
5202 entity_render_t *ent;
5204 for (i = 0;i < r_refdef.scene.numentities;i++)
5206 if (!r_refdef.viewcache.entityvisible[i])
5208 ent = r_refdef.scene.entities[i];
5209 if (ent->model && ent->model->DrawDepth != NULL)
5210 ent->model->DrawDepth(ent);
5214 static void R_DrawModelsDebug(void)
5217 entity_render_t *ent;
5219 for (i = 0;i < r_refdef.scene.numentities;i++)
5221 if (!r_refdef.viewcache.entityvisible[i])
5223 ent = r_refdef.scene.entities[i];
5224 if (ent->model && ent->model->DrawDebug != NULL)
5225 ent->model->DrawDebug(ent);
5229 static void R_DrawModelsAddWaterPlanes(void)
5232 entity_render_t *ent;
5234 for (i = 0;i < r_refdef.scene.numentities;i++)
5236 if (!r_refdef.viewcache.entityvisible[i])
5238 ent = r_refdef.scene.entities[i];
5239 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5240 ent->model->DrawAddWaterPlanes(ent);
5244 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}};
5246 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5248 if (r_hdr_irisadaptation.integer)
5253 vec3_t diffusenormal;
5255 vec_t brightness = 0.0f;
5260 VectorCopy(r_refdef.view.forward, forward);
5261 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5263 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5264 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5265 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5266 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
5267 d = DotProduct(forward, diffusenormal);
5268 brightness += VectorLength(ambient);
5270 brightness += d * VectorLength(diffuse);
5272 brightness *= 1.0f / c;
5273 brightness += 0.00001f; // make sure it's never zero
5274 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5275 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5276 current = r_hdr_irisadaptation_value.value;
5278 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5279 else if (current > goal)
5280 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5281 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5282 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5284 else if (r_hdr_irisadaptation_value.value != 1.0f)
5285 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5288 static void R_View_SetFrustum(const int *scissor)
5291 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5292 vec3_t forward, left, up, origin, v;
5296 // flipped x coordinates (because x points left here)
5297 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5298 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5300 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5301 switch(vid.renderpath)
5303 case RENDERPATH_D3D9:
5304 case RENDERPATH_D3D10:
5305 case RENDERPATH_D3D11:
5306 // non-flipped y coordinates
5307 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5308 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5310 case RENDERPATH_SOFT:
5311 case RENDERPATH_GL11:
5312 case RENDERPATH_GL13:
5313 case RENDERPATH_GL20:
5314 case RENDERPATH_GLES1:
5315 case RENDERPATH_GLES2:
5316 // non-flipped y coordinates
5317 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5318 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5323 // we can't trust r_refdef.view.forward and friends in reflected scenes
5324 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5327 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5328 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5329 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5330 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5331 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5332 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5333 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5334 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5335 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5336 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5337 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5338 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5342 zNear = r_refdef.nearclip;
5343 nudge = 1.0 - 1.0 / (1<<23);
5344 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5345 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5346 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5347 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5348 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5349 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5350 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5351 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5357 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5358 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5359 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5360 r_refdef.view.frustum[0].dist = m[15] - m[12];
5362 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5363 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5364 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5365 r_refdef.view.frustum[1].dist = m[15] + m[12];
5367 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5368 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5369 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5370 r_refdef.view.frustum[2].dist = m[15] - m[13];
5372 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5373 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5374 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5375 r_refdef.view.frustum[3].dist = m[15] + m[13];
5377 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5378 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5379 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5380 r_refdef.view.frustum[4].dist = m[15] - m[14];
5382 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5383 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5384 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5385 r_refdef.view.frustum[5].dist = m[15] + m[14];
5388 if (r_refdef.view.useperspective)
5390 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5391 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]);
5392 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]);
5393 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]);
5394 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]);
5396 // then the normals from the corners relative to origin
5397 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5398 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5399 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5400 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5402 // in a NORMAL view, forward cross left == up
5403 // in a REFLECTED view, forward cross left == down
5404 // so our cross products above need to be adjusted for a left handed coordinate system
5405 CrossProduct(forward, left, v);
5406 if(DotProduct(v, up) < 0)
5408 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5409 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5410 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5411 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5414 // Leaving those out was a mistake, those were in the old code, and they
5415 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5416 // I couldn't reproduce it after adding those normalizations. --blub
5417 VectorNormalize(r_refdef.view.frustum[0].normal);
5418 VectorNormalize(r_refdef.view.frustum[1].normal);
5419 VectorNormalize(r_refdef.view.frustum[2].normal);
5420 VectorNormalize(r_refdef.view.frustum[3].normal);
5422 // make the corners absolute
5423 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5424 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5425 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5426 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5429 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5431 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5432 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5433 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5434 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5435 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5439 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5440 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5441 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5442 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5443 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5444 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5445 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5446 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5447 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5448 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5450 r_refdef.view.numfrustumplanes = 5;
5452 if (r_refdef.view.useclipplane)
5454 r_refdef.view.numfrustumplanes = 6;
5455 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5458 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5459 PlaneClassify(r_refdef.view.frustum + i);
5461 // LordHavoc: note to all quake engine coders, Quake had a special case
5462 // for 90 degrees which assumed a square view (wrong), so I removed it,
5463 // Quake2 has it disabled as well.
5465 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5466 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5467 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5468 //PlaneClassify(&frustum[0]);
5470 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5471 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5472 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5473 //PlaneClassify(&frustum[1]);
5475 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5476 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5477 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5478 //PlaneClassify(&frustum[2]);
5480 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5481 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5482 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5483 //PlaneClassify(&frustum[3]);
5486 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5487 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5488 //PlaneClassify(&frustum[4]);
5491 static void R_View_UpdateWithScissor(const int *myscissor)
5493 R_Main_ResizeViewCache();
5494 R_View_SetFrustum(myscissor);
5495 R_View_WorldVisibility(r_refdef.view.useclipplane);
5496 R_View_UpdateEntityVisible();
5499 static void R_View_Update(void)
5501 R_Main_ResizeViewCache();
5502 R_View_SetFrustum(NULL);
5503 R_View_WorldVisibility(r_refdef.view.useclipplane);
5504 R_View_UpdateEntityVisible();
5507 float viewscalefpsadjusted = 1.0f;
5509 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5511 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5512 scale = bound(0.03125f, scale, 1.0f);
5513 *outwidth = (int)ceil(width * scale);
5514 *outheight = (int)ceil(height * scale);
5517 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5519 const float *customclipplane = NULL;
5521 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5522 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5524 // LordHavoc: couldn't figure out how to make this approach the
5525 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5526 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5527 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5528 dist = r_refdef.view.clipplane.dist;
5529 plane[0] = r_refdef.view.clipplane.normal[0];
5530 plane[1] = r_refdef.view.clipplane.normal[1];
5531 plane[2] = r_refdef.view.clipplane.normal[2];
5533 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5536 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5537 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5539 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5540 if (!r_refdef.view.useperspective)
5541 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);
5542 else if (vid.stencil && r_useinfinitefarclip.integer)
5543 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);
5545 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);
5546 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5547 R_SetViewport(&r_refdef.view.viewport);
5548 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5550 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5551 float screenplane[4];
5552 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5553 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5554 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5555 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5556 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5560 void R_EntityMatrix(const matrix4x4_t *matrix)
5562 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5564 gl_modelmatrixchanged = false;
5565 gl_modelmatrix = *matrix;
5566 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5567 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5568 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5569 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5571 switch(vid.renderpath)
5573 case RENDERPATH_D3D9:
5575 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5576 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5579 case RENDERPATH_D3D10:
5580 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5582 case RENDERPATH_D3D11:
5583 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5585 case RENDERPATH_GL11:
5586 case RENDERPATH_GL13:
5587 case RENDERPATH_GLES1:
5589 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5592 case RENDERPATH_SOFT:
5593 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5594 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5596 case RENDERPATH_GL20:
5597 case RENDERPATH_GLES2:
5598 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5599 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5605 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5607 r_viewport_t viewport;
5611 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5612 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);
5613 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5614 R_SetViewport(&viewport);
5615 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5616 GL_Color(1, 1, 1, 1);
5617 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5618 GL_BlendFunc(GL_ONE, GL_ZERO);
5619 GL_ScissorTest(false);
5620 GL_DepthMask(false);
5621 GL_DepthRange(0, 1);
5622 GL_DepthTest(false);
5623 GL_DepthFunc(GL_LEQUAL);
5624 R_EntityMatrix(&identitymatrix);
5625 R_Mesh_ResetTextureState();
5626 GL_PolygonOffset(0, 0);
5627 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5628 switch(vid.renderpath)
5630 case RENDERPATH_GL11:
5631 case RENDERPATH_GL13:
5632 case RENDERPATH_GL20:
5633 case RENDERPATH_GLES1:
5634 case RENDERPATH_GLES2:
5635 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5637 case RENDERPATH_D3D9:
5638 case RENDERPATH_D3D10:
5639 case RENDERPATH_D3D11:
5640 case RENDERPATH_SOFT:
5643 GL_CullFace(GL_NONE);
5648 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5652 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5655 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5659 R_SetupView(true, fbo, depthtexture, colortexture);
5660 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5661 GL_Color(1, 1, 1, 1);
5662 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5663 GL_BlendFunc(GL_ONE, GL_ZERO);
5664 GL_ScissorTest(true);
5666 GL_DepthRange(0, 1);
5668 GL_DepthFunc(GL_LEQUAL);
5669 R_EntityMatrix(&identitymatrix);
5670 R_Mesh_ResetTextureState();
5671 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5672 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5673 switch(vid.renderpath)
5675 case RENDERPATH_GL11:
5676 case RENDERPATH_GL13:
5677 case RENDERPATH_GL20:
5678 case RENDERPATH_GLES1:
5679 case RENDERPATH_GLES2:
5680 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5682 case RENDERPATH_D3D9:
5683 case RENDERPATH_D3D10:
5684 case RENDERPATH_D3D11:
5685 case RENDERPATH_SOFT:
5688 GL_CullFace(r_refdef.view.cullface_back);
5693 R_RenderView_UpdateViewVectors
5696 void R_RenderView_UpdateViewVectors(void)
5698 // break apart the view matrix into vectors for various purposes
5699 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5700 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5701 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5702 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5703 // make an inverted copy of the view matrix for tracking sprites
5704 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5707 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5708 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5710 static void R_Water_StartFrame(void)
5713 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5714 r_waterstate_waterplane_t *p;
5715 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5717 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5720 switch(vid.renderpath)
5722 case RENDERPATH_GL20:
5723 case RENDERPATH_D3D9:
5724 case RENDERPATH_D3D10:
5725 case RENDERPATH_D3D11:
5726 case RENDERPATH_SOFT:
5727 case RENDERPATH_GLES2:
5729 case RENDERPATH_GL11:
5730 case RENDERPATH_GL13:
5731 case RENDERPATH_GLES1:
5735 // set waterwidth and waterheight to the water resolution that will be
5736 // used (often less than the screen resolution for faster rendering)
5737 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5739 // calculate desired texture sizes
5740 // can't use water if the card does not support the texture size
5741 if (!r_water.integer || r_showsurfaces.integer)
5742 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5743 else if (vid.support.arb_texture_non_power_of_two)
5745 texturewidth = waterwidth;
5746 textureheight = waterheight;
5747 camerawidth = waterwidth;
5748 cameraheight = waterheight;
5752 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5753 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5754 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5755 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5758 // allocate textures as needed
5759 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))
5761 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5762 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5764 if (p->texture_refraction)
5765 R_FreeTexture(p->texture_refraction);
5766 p->texture_refraction = NULL;
5767 if (p->fbo_refraction)
5768 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5769 p->fbo_refraction = 0;
5770 if (p->texture_reflection)
5771 R_FreeTexture(p->texture_reflection);
5772 p->texture_reflection = NULL;
5773 if (p->fbo_reflection)
5774 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5775 p->fbo_reflection = 0;
5776 if (p->texture_camera)
5777 R_FreeTexture(p->texture_camera);
5778 p->texture_camera = NULL;
5780 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5783 memset(&r_fb.water, 0, sizeof(r_fb.water));
5784 r_fb.water.texturewidth = texturewidth;
5785 r_fb.water.textureheight = textureheight;
5786 r_fb.water.camerawidth = camerawidth;
5787 r_fb.water.cameraheight = cameraheight;
5790 if (r_fb.water.texturewidth)
5792 int scaledwidth, scaledheight;
5794 r_fb.water.enabled = true;
5796 // water resolution is usually reduced
5797 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5798 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5799 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5801 // set up variables that will be used in shader setup
5802 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5803 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5804 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5805 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5808 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5809 r_fb.water.numwaterplanes = 0;
5812 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5814 int planeindex, bestplaneindex, vertexindex;
5815 vec3_t mins, maxs, normal, center, v, n;
5816 vec_t planescore, bestplanescore;
5818 r_waterstate_waterplane_t *p;
5819 texture_t *t = R_GetCurrentTexture(surface->texture);
5821 rsurface.texture = t;
5822 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5823 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5824 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5826 // average the vertex normals, find the surface bounds (after deformvertexes)
5827 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5828 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5829 VectorCopy(n, normal);
5830 VectorCopy(v, mins);
5831 VectorCopy(v, maxs);
5832 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5834 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5835 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5836 VectorAdd(normal, n, normal);
5837 mins[0] = min(mins[0], v[0]);
5838 mins[1] = min(mins[1], v[1]);
5839 mins[2] = min(mins[2], v[2]);
5840 maxs[0] = max(maxs[0], v[0]);
5841 maxs[1] = max(maxs[1], v[1]);
5842 maxs[2] = max(maxs[2], v[2]);
5844 VectorNormalize(normal);
5845 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5847 VectorCopy(normal, plane.normal);
5848 VectorNormalize(plane.normal);
5849 plane.dist = DotProduct(center, plane.normal);
5850 PlaneClassify(&plane);
5851 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5853 // skip backfaces (except if nocullface is set)
5854 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5856 VectorNegate(plane.normal, plane.normal);
5858 PlaneClassify(&plane);
5862 // find a matching plane if there is one
5863 bestplaneindex = -1;
5864 bestplanescore = 1048576.0f;
5865 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5867 if(p->camera_entity == t->camera_entity)
5869 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5870 if (bestplaneindex < 0 || bestplanescore > planescore)
5872 bestplaneindex = planeindex;
5873 bestplanescore = planescore;
5877 planeindex = bestplaneindex;
5879 // if this surface does not fit any known plane rendered this frame, add one
5880 if (planeindex < 0 || bestplanescore > 0.001f)
5882 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5884 // store the new plane
5885 planeindex = r_fb.water.numwaterplanes++;
5886 p = r_fb.water.waterplanes + planeindex;
5888 // clear materialflags and pvs
5889 p->materialflags = 0;
5890 p->pvsvalid = false;
5891 p->camera_entity = t->camera_entity;
5892 VectorCopy(mins, p->mins);
5893 VectorCopy(maxs, p->maxs);
5897 // We're totally screwed.
5903 // merge mins/maxs when we're adding this surface to the plane
5904 p = r_fb.water.waterplanes + planeindex;
5905 p->mins[0] = min(p->mins[0], mins[0]);
5906 p->mins[1] = min(p->mins[1], mins[1]);
5907 p->mins[2] = min(p->mins[2], mins[2]);
5908 p->maxs[0] = max(p->maxs[0], maxs[0]);
5909 p->maxs[1] = max(p->maxs[1], maxs[1]);
5910 p->maxs[2] = max(p->maxs[2], maxs[2]);
5912 // merge this surface's materialflags into the waterplane
5913 p->materialflags |= t->currentmaterialflags;
5914 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5916 // merge this surface's PVS into the waterplane
5917 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5918 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5920 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5926 extern cvar_t r_drawparticles;
5927 extern cvar_t r_drawdecals;
5929 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5932 r_refdef_view_t originalview;
5933 r_refdef_view_t myview;
5934 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;
5935 r_waterstate_waterplane_t *p;
5937 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5940 originalview = r_refdef.view;
5942 // lowquality hack, temporarily shut down some cvars and restore afterwards
5943 qualityreduction = r_water_lowquality.integer;
5944 if (qualityreduction > 0)
5946 if (qualityreduction >= 1)
5948 old_r_shadows = r_shadows.integer;
5949 old_r_worldrtlight = r_shadow_realtime_world.integer;
5950 old_r_dlight = r_shadow_realtime_dlight.integer;
5951 Cvar_SetValueQuick(&r_shadows, 0);
5952 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5953 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5955 if (qualityreduction >= 2)
5957 old_r_dynamic = r_dynamic.integer;
5958 old_r_particles = r_drawparticles.integer;
5959 old_r_decals = r_drawdecals.integer;
5960 Cvar_SetValueQuick(&r_dynamic, 0);
5961 Cvar_SetValueQuick(&r_drawparticles, 0);
5962 Cvar_SetValueQuick(&r_drawdecals, 0);
5966 // make sure enough textures are allocated
5967 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5969 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
5971 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5973 if (!p->texture_refraction)
5974 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);
5975 if (!p->texture_refraction)
5979 if (r_fb.water.depthtexture == NULL)
5980 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5981 if (p->fbo_refraction == 0)
5982 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5985 else if (p->materialflags & MATERIALFLAG_CAMERA)
5987 if (!p->texture_camera)
5988 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);
5989 if (!p->texture_camera)
5993 if (r_fb.water.depthtexture == NULL)
5994 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5995 if (p->fbo_camera == 0)
5996 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6000 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6002 if (!p->texture_reflection)
6003 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);
6004 if (!p->texture_reflection)
6008 if (r_fb.water.depthtexture == NULL)
6009 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6010 if (p->fbo_reflection == 0)
6011 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6017 r_refdef.view = originalview;
6018 r_refdef.view.showdebug = false;
6019 r_refdef.view.width = r_fb.water.waterwidth;
6020 r_refdef.view.height = r_fb.water.waterheight;
6021 r_refdef.view.useclipplane = true;
6022 myview = r_refdef.view;
6023 r_fb.water.renderingscene = true;
6024 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6026 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6028 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6030 r_refdef.view = myview;
6031 if(r_water_scissormode.integer)
6033 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6034 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6035 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6038 // render reflected scene and copy into texture
6039 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6040 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6041 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6042 r_refdef.view.clipplane = p->plane;
6043 // reverse the cullface settings for this render
6044 r_refdef.view.cullface_front = GL_FRONT;
6045 r_refdef.view.cullface_back = GL_BACK;
6046 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6048 r_refdef.view.usecustompvs = true;
6050 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6052 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6055 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6056 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6057 R_ClearScreen(r_refdef.fogenabled);
6058 if(r_water_scissormode.integer & 2)
6059 R_View_UpdateWithScissor(myscissor);
6062 R_AnimCache_CacheVisibleEntities();
6063 if(r_water_scissormode.integer & 1)
6064 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6065 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6067 if (!p->fbo_reflection)
6068 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);
6069 r_fb.water.hideplayer = false;
6072 // render the normal view scene and copy into texture
6073 // (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)
6074 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6076 r_refdef.view = myview;
6077 if(r_water_scissormode.integer)
6079 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6080 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6081 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6084 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6086 r_refdef.view.clipplane = p->plane;
6087 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6088 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6090 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6092 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6093 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6094 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6095 R_RenderView_UpdateViewVectors();
6096 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6098 r_refdef.view.usecustompvs = true;
6099 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);
6103 PlaneClassify(&r_refdef.view.clipplane);
6105 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6106 R_ClearScreen(r_refdef.fogenabled);
6107 if(r_water_scissormode.integer & 2)
6108 R_View_UpdateWithScissor(myscissor);
6111 R_AnimCache_CacheVisibleEntities();
6112 if(r_water_scissormode.integer & 1)
6113 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6114 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6116 if (!p->fbo_refraction)
6117 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);
6118 r_fb.water.hideplayer = false;
6120 else if (p->materialflags & MATERIALFLAG_CAMERA)
6122 r_refdef.view = myview;
6124 r_refdef.view.clipplane = p->plane;
6125 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6126 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6128 r_refdef.view.width = r_fb.water.camerawidth;
6129 r_refdef.view.height = r_fb.water.cameraheight;
6130 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6131 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6132 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6133 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6135 if(p->camera_entity)
6137 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6138 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6141 // note: all of the view is used for displaying... so
6142 // there is no use in scissoring
6144 // reverse the cullface settings for this render
6145 r_refdef.view.cullface_front = GL_FRONT;
6146 r_refdef.view.cullface_back = GL_BACK;
6147 // also reverse the view matrix
6148 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
6149 R_RenderView_UpdateViewVectors();
6150 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6152 r_refdef.view.usecustompvs = true;
6153 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);
6156 // camera needs no clipplane
6157 r_refdef.view.useclipplane = false;
6159 PlaneClassify(&r_refdef.view.clipplane);
6161 r_fb.water.hideplayer = false;
6163 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6164 R_ClearScreen(r_refdef.fogenabled);
6166 R_AnimCache_CacheVisibleEntities();
6167 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6170 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);
6171 r_fb.water.hideplayer = false;
6175 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6176 r_fb.water.renderingscene = false;
6177 r_refdef.view = originalview;
6178 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6179 if (!r_fb.water.depthtexture)
6180 R_ClearScreen(r_refdef.fogenabled);
6182 R_AnimCache_CacheVisibleEntities();
6185 r_refdef.view = originalview;
6186 r_fb.water.renderingscene = false;
6187 Cvar_SetValueQuick(&r_water, 0);
6188 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6190 // lowquality hack, restore cvars
6191 if (qualityreduction > 0)
6193 if (qualityreduction >= 1)
6195 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6196 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6197 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6199 if (qualityreduction >= 2)
6201 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6202 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6203 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6208 static void R_Bloom_StartFrame(void)
6211 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6212 int viewwidth, viewheight;
6213 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6214 textype_t textype = TEXTYPE_COLORBUFFER;
6216 switch (vid.renderpath)
6218 case RENDERPATH_GL20:
6219 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6220 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6222 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6223 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6226 case RENDERPATH_GL11:
6227 case RENDERPATH_GL13:
6228 case RENDERPATH_GLES1:
6229 return; // don't bother
6230 case RENDERPATH_GLES2:
6231 case RENDERPATH_D3D9:
6232 case RENDERPATH_D3D10:
6233 case RENDERPATH_D3D11:
6234 r_fb.usedepthtextures = false;
6236 case RENDERPATH_SOFT:
6237 r_fb.usedepthtextures = true;
6241 if (r_viewscale_fpsscaling.integer)
6243 double actualframetime;
6244 double targetframetime;
6246 actualframetime = r_refdef.lastdrawscreentime;
6247 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6248 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6249 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6250 if (r_viewscale_fpsscaling_stepsize.value > 0)
6251 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6252 viewscalefpsadjusted += adjust;
6253 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6256 viewscalefpsadjusted = 1.0f;
6258 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6260 switch(vid.renderpath)
6262 case RENDERPATH_GL20:
6263 case RENDERPATH_D3D9:
6264 case RENDERPATH_D3D10:
6265 case RENDERPATH_D3D11:
6266 case RENDERPATH_SOFT:
6267 case RENDERPATH_GLES2:
6269 case RENDERPATH_GL11:
6270 case RENDERPATH_GL13:
6271 case RENDERPATH_GLES1:
6275 // set bloomwidth and bloomheight to the bloom resolution that will be
6276 // used (often less than the screen resolution for faster rendering)
6277 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6278 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6279 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6280 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6281 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6283 // calculate desired texture sizes
6284 if (vid.support.arb_texture_non_power_of_two)
6286 screentexturewidth = vid.width;
6287 screentextureheight = vid.height;
6288 bloomtexturewidth = r_fb.bloomwidth;
6289 bloomtextureheight = r_fb.bloomheight;
6293 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6294 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6295 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6296 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6299 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))
6301 Cvar_SetValueQuick(&r_bloom, 0);
6302 Cvar_SetValueQuick(&r_motionblur, 0);
6303 Cvar_SetValueQuick(&r_damageblur, 0);
6306 if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || !vid_gammatables_trivial)
6308 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6310 && r_viewscale.value == 1.0f
6311 && !r_viewscale_fpsscaling.integer)
6312 screentexturewidth = screentextureheight = 0;
6313 if (!r_bloom.integer)
6314 bloomtexturewidth = bloomtextureheight = 0;
6316 // allocate textures as needed
6317 if (r_fb.screentexturewidth != screentexturewidth
6318 || r_fb.screentextureheight != screentextureheight
6319 || r_fb.bloomtexturewidth != bloomtexturewidth
6320 || r_fb.bloomtextureheight != bloomtextureheight
6321 || r_fb.textype != textype
6322 || useviewfbo != (r_fb.fbo != 0))
6324 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6326 if (r_fb.bloomtexture[i])
6327 R_FreeTexture(r_fb.bloomtexture[i]);
6328 r_fb.bloomtexture[i] = NULL;
6330 if (r_fb.bloomfbo[i])
6331 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6332 r_fb.bloomfbo[i] = 0;
6336 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6339 if (r_fb.colortexture)
6340 R_FreeTexture(r_fb.colortexture);
6341 r_fb.colortexture = NULL;
6343 if (r_fb.depthtexture)
6344 R_FreeTexture(r_fb.depthtexture);
6345 r_fb.depthtexture = NULL;
6347 if (r_fb.ghosttexture)
6348 R_FreeTexture(r_fb.ghosttexture);
6349 r_fb.ghosttexture = NULL;
6351 r_fb.screentexturewidth = screentexturewidth;
6352 r_fb.screentextureheight = screentextureheight;
6353 r_fb.bloomtexturewidth = bloomtexturewidth;
6354 r_fb.bloomtextureheight = bloomtextureheight;
6355 r_fb.textype = textype;
6357 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6359 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6360 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);
6361 r_fb.ghosttexture_valid = false;
6362 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);
6365 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6366 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6367 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6371 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6373 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6375 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);
6377 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6382 // bloom texture is a different resolution
6383 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6384 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6385 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6386 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6387 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6389 // set up a texcoord array for the full resolution screen image
6390 // (we have to keep this around to copy back during final render)
6391 r_fb.screentexcoord2f[0] = 0;
6392 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6393 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6394 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6395 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6396 r_fb.screentexcoord2f[5] = 0;
6397 r_fb.screentexcoord2f[6] = 0;
6398 r_fb.screentexcoord2f[7] = 0;
6402 for (i = 1;i < 8;i += 2)
6404 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6408 // set up a texcoord array for the reduced resolution bloom image
6409 // (which will be additive blended over the screen image)
6410 r_fb.bloomtexcoord2f[0] = 0;
6411 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6412 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6413 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6414 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6415 r_fb.bloomtexcoord2f[5] = 0;
6416 r_fb.bloomtexcoord2f[6] = 0;
6417 r_fb.bloomtexcoord2f[7] = 0;
6419 switch(vid.renderpath)
6421 case RENDERPATH_GL11:
6422 case RENDERPATH_GL13:
6423 case RENDERPATH_GL20:
6424 case RENDERPATH_SOFT:
6425 case RENDERPATH_GLES1:
6426 case RENDERPATH_GLES2:
6428 case RENDERPATH_D3D9:
6429 case RENDERPATH_D3D10:
6430 case RENDERPATH_D3D11:
6431 for (i = 0;i < 4;i++)
6433 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6434 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6435 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6436 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6441 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6444 r_refdef.view.clear = true;
6447 static void R_Bloom_MakeTexture(void)
6450 float xoffset, yoffset, r, brighten;
6452 float colorscale = r_bloom_colorscale.value;
6454 r_refdef.stats[r_stat_bloom]++;
6457 // this copy is unnecessary since it happens in R_BlendView already
6460 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);
6461 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6465 // scale down screen texture to the bloom texture size
6467 r_fb.bloomindex = 0;
6468 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6469 R_SetViewport(&r_fb.bloomviewport);
6470 GL_CullFace(GL_NONE);
6471 GL_DepthTest(false);
6472 GL_BlendFunc(GL_ONE, GL_ZERO);
6473 GL_Color(colorscale, colorscale, colorscale, 1);
6474 // 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...
6475 switch(vid.renderpath)
6477 case RENDERPATH_GL11:
6478 case RENDERPATH_GL13:
6479 case RENDERPATH_GL20:
6480 case RENDERPATH_GLES1:
6481 case RENDERPATH_GLES2:
6482 case RENDERPATH_SOFT:
6483 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6485 case RENDERPATH_D3D9:
6486 case RENDERPATH_D3D10:
6487 case RENDERPATH_D3D11:
6488 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6491 // TODO: do boxfilter scale-down in shader?
6492 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6493 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6494 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6496 // we now have a properly scaled bloom image
6497 if (!r_fb.bloomfbo[r_fb.bloomindex])
6499 // copy it into the bloom texture
6500 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);
6501 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6504 // multiply bloom image by itself as many times as desired
6505 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6507 intex = r_fb.bloomtexture[r_fb.bloomindex];
6508 r_fb.bloomindex ^= 1;
6509 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6511 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6512 if (!r_fb.bloomfbo[r_fb.bloomindex])
6514 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6515 GL_Color(r,r,r,1); // apply fix factor
6520 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6521 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6522 GL_Color(1,1,1,1); // no fix factor supported here
6524 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6525 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6526 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6527 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6529 if (!r_fb.bloomfbo[r_fb.bloomindex])
6531 // copy the darkened image to a texture
6532 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);
6533 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6537 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6538 brighten = r_bloom_brighten.value;
6539 brighten = sqrt(brighten);
6541 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6543 for (dir = 0;dir < 2;dir++)
6545 intex = r_fb.bloomtexture[r_fb.bloomindex];
6546 r_fb.bloomindex ^= 1;
6547 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6548 // blend on at multiple vertical offsets to achieve a vertical blur
6549 // TODO: do offset blends using GLSL
6550 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6551 GL_BlendFunc(GL_ONE, GL_ZERO);
6552 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6553 for (x = -range;x <= range;x++)
6555 if (!dir){xoffset = 0;yoffset = x;}
6556 else {xoffset = x;yoffset = 0;}
6557 xoffset /= (float)r_fb.bloomtexturewidth;
6558 yoffset /= (float)r_fb.bloomtextureheight;
6559 // compute a texcoord array with the specified x and y offset
6560 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6561 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6562 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6563 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6564 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6565 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6566 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6567 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6568 // this r value looks like a 'dot' particle, fading sharply to
6569 // black at the edges
6570 // (probably not realistic but looks good enough)
6571 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6572 //r = brighten/(range*2+1);
6573 r = brighten / (range * 2 + 1);
6575 r *= (1 - x*x/(float)(range*range));
6576 GL_Color(r, r, r, 1);
6577 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6578 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6579 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6580 GL_BlendFunc(GL_ONE, GL_ONE);
6583 if (!r_fb.bloomfbo[r_fb.bloomindex])
6585 // copy the vertically or horizontally blurred bloom view to a texture
6586 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);
6587 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6592 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6594 dpuint64 permutation;
6595 float uservecs[4][4];
6597 R_EntityMatrix(&identitymatrix);
6599 switch (vid.renderpath)
6601 case RENDERPATH_GL20:
6602 case RENDERPATH_D3D9:
6603 case RENDERPATH_D3D10:
6604 case RENDERPATH_D3D11:
6605 case RENDERPATH_SOFT:
6606 case RENDERPATH_GLES2:
6608 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6609 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6610 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
6611 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6612 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6614 if (r_fb.colortexture)
6618 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);
6619 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6622 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6624 // declare variables
6625 float blur_factor, blur_mouseaccel, blur_velocity;
6626 static float blur_average;
6627 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6629 // set a goal for the factoring
6630 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6631 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6632 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6633 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6634 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6635 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6637 // from the goal, pick an averaged value between goal and last value
6638 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6639 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6641 // enforce minimum amount of blur
6642 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6644 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6646 // calculate values into a standard alpha
6647 cl.motionbluralpha = 1 - exp(-
6649 (r_motionblur.value * blur_factor / 80)
6651 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6654 max(0.0001, cl.time - cl.oldtime) // fps independent
6657 // randomization for the blur value to combat persistent ghosting
6658 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6659 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6662 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6663 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6665 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6666 GL_Color(1, 1, 1, cl.motionbluralpha);
6667 switch(vid.renderpath)
6669 case RENDERPATH_GL11:
6670 case RENDERPATH_GL13:
6671 case RENDERPATH_GL20:
6672 case RENDERPATH_GLES1:
6673 case RENDERPATH_GLES2:
6674 case RENDERPATH_SOFT:
6675 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6677 case RENDERPATH_D3D9:
6678 case RENDERPATH_D3D10:
6679 case RENDERPATH_D3D11:
6680 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6683 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6684 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6685 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6688 // updates old view angles for next pass
6689 VectorCopy(cl.viewangles, blur_oldangles);
6691 // copy view into the ghost texture
6692 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);
6693 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6694 r_fb.ghosttexture_valid = true;
6699 // no r_fb.colortexture means we're rendering to the real fb
6700 // we may still have to do view tint...
6701 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6703 // apply a color tint to the whole view
6704 R_ResetViewRendering2D(0, NULL, NULL);
6705 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6706 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6707 R_SetupShader_Generic_NoTexture(false, true);
6708 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6709 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6711 break; // no screen processing, no bloom, skip it
6714 if (r_fb.bloomtexture[0])
6716 // make the bloom texture
6717 R_Bloom_MakeTexture();
6720 #if _MSC_VER >= 1400
6721 #define sscanf sscanf_s
6723 memset(uservecs, 0, sizeof(uservecs));
6724 if (r_glsl_postprocess_uservec1_enable.integer)
6725 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6726 if (r_glsl_postprocess_uservec2_enable.integer)
6727 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6728 if (r_glsl_postprocess_uservec3_enable.integer)
6729 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6730 if (r_glsl_postprocess_uservec4_enable.integer)
6731 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6733 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6734 GL_Color(1, 1, 1, 1);
6735 GL_BlendFunc(GL_ONE, GL_ZERO);
6737 switch(vid.renderpath)
6739 case RENDERPATH_GL20:
6740 case RENDERPATH_GLES2:
6741 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6742 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6743 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6744 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6745 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6746 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]);
6747 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6748 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]);
6749 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]);
6750 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]);
6751 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]);
6752 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6753 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6754 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);
6756 case RENDERPATH_D3D9:
6758 // 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...
6759 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6760 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6761 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6762 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6763 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6764 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6765 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6766 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6767 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6768 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6769 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6770 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6771 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6772 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6775 case RENDERPATH_D3D10:
6776 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6778 case RENDERPATH_D3D11:
6779 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6781 case RENDERPATH_SOFT:
6782 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6783 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6784 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6785 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6786 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6787 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6788 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6789 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6790 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6791 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6792 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6793 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6794 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6795 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6800 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6801 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6803 case RENDERPATH_GL11:
6804 case RENDERPATH_GL13:
6805 case RENDERPATH_GLES1:
6806 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6808 // apply a color tint to the whole view
6809 R_ResetViewRendering2D(0, NULL, NULL);
6810 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6811 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6812 R_SetupShader_Generic_NoTexture(false, true);
6813 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6814 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6820 matrix4x4_t r_waterscrollmatrix;
6822 void R_UpdateFog(void)
6825 if (gamemode == GAME_NEHAHRA)
6827 if (gl_fogenable.integer)
6829 r_refdef.oldgl_fogenable = true;
6830 r_refdef.fog_density = gl_fogdensity.value;
6831 r_refdef.fog_red = gl_fogred.value;
6832 r_refdef.fog_green = gl_foggreen.value;
6833 r_refdef.fog_blue = gl_fogblue.value;
6834 r_refdef.fog_alpha = 1;
6835 r_refdef.fog_start = 0;
6836 r_refdef.fog_end = gl_skyclip.value;
6837 r_refdef.fog_height = 1<<30;
6838 r_refdef.fog_fadedepth = 128;
6840 else if (r_refdef.oldgl_fogenable)
6842 r_refdef.oldgl_fogenable = false;
6843 r_refdef.fog_density = 0;
6844 r_refdef.fog_red = 0;
6845 r_refdef.fog_green = 0;
6846 r_refdef.fog_blue = 0;
6847 r_refdef.fog_alpha = 0;
6848 r_refdef.fog_start = 0;
6849 r_refdef.fog_end = 0;
6850 r_refdef.fog_height = 1<<30;
6851 r_refdef.fog_fadedepth = 128;
6856 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6857 r_refdef.fog_start = max(0, r_refdef.fog_start);
6858 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6860 if (r_refdef.fog_density && r_drawfog.integer)
6862 r_refdef.fogenabled = true;
6863 // this is the point where the fog reaches 0.9986 alpha, which we
6864 // consider a good enough cutoff point for the texture
6865 // (0.9986 * 256 == 255.6)
6866 if (r_fog_exp2.integer)
6867 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6869 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6870 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6871 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6872 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6873 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6874 R_BuildFogHeightTexture();
6875 // fog color was already set
6876 // update the fog texture
6877 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)
6878 R_BuildFogTexture();
6879 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6880 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6883 r_refdef.fogenabled = false;
6886 if (r_refdef.fog_density)
6888 r_refdef.fogcolor[0] = r_refdef.fog_red;
6889 r_refdef.fogcolor[1] = r_refdef.fog_green;
6890 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6892 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6893 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6894 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6895 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6899 VectorCopy(r_refdef.fogcolor, fogvec);
6900 // color.rgb *= ContrastBoost * SceneBrightness;
6901 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6902 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6903 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6904 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6909 void R_UpdateVariables(void)
6913 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
6915 r_refdef.farclip = r_farclip_base.value;
6916 if (r_refdef.scene.worldmodel)
6917 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6918 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6920 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6921 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6922 r_refdef.polygonfactor = 0;
6923 r_refdef.polygonoffset = 0;
6924 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6925 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6927 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6928 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6929 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6930 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6931 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6932 if (FAKELIGHT_ENABLED)
6934 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
6936 else if (r_refdef.scene.worldmodel)
6938 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6940 if (r_showsurfaces.integer)
6942 r_refdef.scene.rtworld = false;
6943 r_refdef.scene.rtworldshadows = false;
6944 r_refdef.scene.rtdlight = false;
6945 r_refdef.scene.rtdlightshadows = false;
6946 r_refdef.scene.lightmapintensity = 0;
6949 r_gpuskeletal = false;
6950 switch(vid.renderpath)
6952 case RENDERPATH_GL20:
6953 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
6954 case RENDERPATH_D3D9:
6955 case RENDERPATH_D3D10:
6956 case RENDERPATH_D3D11:
6957 case RENDERPATH_SOFT:
6958 case RENDERPATH_GLES2:
6959 if(!vid_gammatables_trivial)
6961 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6963 // build GLSL gamma texture
6964 #define RAMPWIDTH 256
6965 unsigned short ramp[RAMPWIDTH * 3];
6966 unsigned char rampbgr[RAMPWIDTH][4];
6969 r_texture_gammaramps_serial = vid_gammatables_serial;
6971 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6972 for(i = 0; i < RAMPWIDTH; ++i)
6974 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6975 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6976 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6979 if (r_texture_gammaramps)
6981 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6985 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6991 // remove GLSL gamma texture
6994 case RENDERPATH_GL11:
6995 case RENDERPATH_GL13:
6996 case RENDERPATH_GLES1:
7001 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7002 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7008 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7009 if( scenetype != r_currentscenetype ) {
7010 // store the old scenetype
7011 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7012 r_currentscenetype = scenetype;
7013 // move in the new scene
7014 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7023 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7025 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7026 if( scenetype == r_currentscenetype ) {
7027 return &r_refdef.scene;
7029 return &r_scenes_store[ scenetype ];
7033 static int R_SortEntities_Compare(const void *ap, const void *bp)
7035 const entity_render_t *a = *(const entity_render_t **)ap;
7036 const entity_render_t *b = *(const entity_render_t **)bp;
7039 if(a->model < b->model)
7041 if(a->model > b->model)
7045 // TODO possibly calculate the REAL skinnum here first using
7047 if(a->skinnum < b->skinnum)
7049 if(a->skinnum > b->skinnum)
7052 // everything we compared is equal
7055 static void R_SortEntities(void)
7057 // below or equal 2 ents, sorting never gains anything
7058 if(r_refdef.scene.numentities <= 2)
7061 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7069 int dpsoftrast_test;
7070 extern cvar_t r_shadow_bouncegrid;
7071 void R_RenderView(void)
7073 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7075 rtexture_t *depthtexture;
7076 rtexture_t *colortexture;
7078 dpsoftrast_test = r_test.integer;
7080 if (r_timereport_active)
7081 R_TimeReport("start");
7082 r_textureframe++; // used only by R_GetCurrentTexture
7083 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
7085 if(R_CompileShader_CheckStaticParms())
7088 if (!r_drawentities.integer)
7089 r_refdef.scene.numentities = 0;
7090 else if (r_sortentities.integer)
7093 R_AnimCache_ClearCache();
7095 /* adjust for stereo display */
7096 if(R_Stereo_Active())
7098 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);
7099 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7102 if (r_refdef.view.isoverlay)
7104 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7105 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7106 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7107 R_TimeReport("depthclear");
7109 r_refdef.view.showdebug = false;
7111 r_fb.water.enabled = false;
7112 r_fb.water.numwaterplanes = 0;
7114 R_RenderScene(0, NULL, NULL);
7116 r_refdef.view.matrix = originalmatrix;
7122 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7124 r_refdef.view.matrix = originalmatrix;
7128 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7130 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7131 // in sRGB fallback, behave similar to true sRGB: convert this
7132 // value from linear to sRGB
7133 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7135 R_RenderView_UpdateViewVectors();
7137 R_Shadow_UpdateWorldLightSelection();
7139 R_Bloom_StartFrame();
7141 // apply bloom brightness offset
7142 if(r_fb.bloomtexture[0])
7143 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7145 R_Water_StartFrame();
7147 // now we probably have an fbo to render into
7149 depthtexture = r_fb.depthtexture;
7150 colortexture = r_fb.colortexture;
7153 if (r_timereport_active)
7154 R_TimeReport("viewsetup");
7156 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7158 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7160 R_ClearScreen(r_refdef.fogenabled);
7161 if (r_timereport_active)
7162 R_TimeReport("viewclear");
7164 r_refdef.view.clear = true;
7166 r_refdef.view.showdebug = true;
7169 if (r_timereport_active)
7170 R_TimeReport("visibility");
7172 R_AnimCache_CacheVisibleEntities();
7173 if (r_timereport_active)
7174 R_TimeReport("animcache");
7176 R_Shadow_UpdateBounceGridTexture();
7177 if (r_timereport_active && r_shadow_bouncegrid.integer)
7178 R_TimeReport("bouncegrid");
7180 r_fb.water.numwaterplanes = 0;
7181 if (r_fb.water.enabled)
7182 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7184 R_RenderScene(fbo, depthtexture, colortexture);
7185 r_fb.water.numwaterplanes = 0;
7187 R_BlendView(fbo, depthtexture, colortexture);
7188 if (r_timereport_active)
7189 R_TimeReport("blendview");
7191 GL_Scissor(0, 0, vid.width, vid.height);
7192 GL_ScissorTest(false);
7194 r_refdef.view.matrix = originalmatrix;
7199 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7201 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7203 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7204 if (r_timereport_active)
7205 R_TimeReport("waterworld");
7208 // don't let sound skip if going slow
7209 if (r_refdef.scene.extraupdate)
7212 R_DrawModelsAddWaterPlanes();
7213 if (r_timereport_active)
7214 R_TimeReport("watermodels");
7216 if (r_fb.water.numwaterplanes)
7218 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7219 if (r_timereport_active)
7220 R_TimeReport("waterscenes");
7224 extern cvar_t cl_locs_show;
7225 static void R_DrawLocs(void);
7226 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
7227 static void R_DrawModelDecals(void);
7228 extern cvar_t cl_decals_newsystem;
7229 extern qboolean r_shadow_usingdeferredprepass;
7230 extern int r_shadow_shadowmapatlas_modelshadows_size;
7231 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7233 qboolean shadowmapping = false;
7235 if (r_timereport_active)
7236 R_TimeReport("beginscene");
7238 r_refdef.stats[r_stat_renders]++;
7242 // don't let sound skip if going slow
7243 if (r_refdef.scene.extraupdate)
7246 R_MeshQueue_BeginScene();
7250 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);
7252 if (r_timereport_active)
7253 R_TimeReport("skystartframe");
7255 if (cl.csqc_vidvars.drawworld)
7257 // don't let sound skip if going slow
7258 if (r_refdef.scene.extraupdate)
7261 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7263 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7264 if (r_timereport_active)
7265 R_TimeReport("worldsky");
7268 if (R_DrawBrushModelsSky() && r_timereport_active)
7269 R_TimeReport("bmodelsky");
7271 if (skyrendermasked && skyrenderlater)
7273 // we have to force off the water clipping plane while rendering sky
7274 R_SetupView(false, fbo, depthtexture, colortexture);
7276 R_SetupView(true, fbo, depthtexture, colortexture);
7277 if (r_timereport_active)
7278 R_TimeReport("sky");
7282 R_Shadow_PrepareModelShadows();
7283 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7284 if (r_timereport_active)
7285 R_TimeReport("preparelights");
7287 // render all the shadowmaps that will be used for this view
7288 shadowmapping = R_Shadow_ShadowMappingEnabled();
7289 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
7291 R_Shadow_DrawShadowMaps();
7292 if (r_timereport_active)
7293 R_TimeReport("shadowmaps");
7296 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
7297 if (r_shadow_usingdeferredprepass)
7298 R_Shadow_DrawPrepass();
7300 // now we begin the forward pass of the view render
7301 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7303 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7304 if (r_timereport_active)
7305 R_TimeReport("worlddepth");
7307 if (r_depthfirst.integer >= 2)
7309 R_DrawModelsDepth();
7310 if (r_timereport_active)
7311 R_TimeReport("modeldepth");
7314 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7316 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7317 if (r_timereport_active)
7318 R_TimeReport("world");
7321 // don't let sound skip if going slow
7322 if (r_refdef.scene.extraupdate)
7326 if (r_timereport_active)
7327 R_TimeReport("models");
7329 // don't let sound skip if going slow
7330 if (r_refdef.scene.extraupdate)
7333 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
7335 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7336 R_Shadow_DrawModelShadows();
7337 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7338 // don't let sound skip if going slow
7339 if (r_refdef.scene.extraupdate)
7343 if (!r_shadow_usingdeferredprepass)
7345 R_Shadow_DrawLights();
7346 if (r_timereport_active)
7347 R_TimeReport("rtlights");
7350 // don't let sound skip if going slow
7351 if (r_refdef.scene.extraupdate)
7354 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
7356 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7357 R_Shadow_DrawModelShadows();
7358 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7359 // don't let sound skip if going slow
7360 if (r_refdef.scene.extraupdate)
7364 if (cl.csqc_vidvars.drawworld)
7366 if (cl_decals_newsystem.integer)
7368 R_DrawModelDecals();
7369 if (r_timereport_active)
7370 R_TimeReport("modeldecals");
7375 if (r_timereport_active)
7376 R_TimeReport("decals");
7380 if (r_timereport_active)
7381 R_TimeReport("particles");
7384 if (r_timereport_active)
7385 R_TimeReport("explosions");
7389 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7391 if (r_refdef.view.showdebug)
7393 if (cl_locs_show.integer)
7396 if (r_timereport_active)
7397 R_TimeReport("showlocs");
7400 if (r_drawportals.integer)
7403 if (r_timereport_active)
7404 R_TimeReport("portals");
7407 if (r_showbboxes_client.value > 0)
7409 R_DrawEntityBBoxes(CLVM_prog);
7410 if (r_timereport_active)
7411 R_TimeReport("clbboxes");
7413 if (r_showbboxes.value > 0)
7415 R_DrawEntityBBoxes(SVVM_prog);
7416 if (r_timereport_active)
7417 R_TimeReport("svbboxes");
7421 if (r_transparent.integer)
7423 R_MeshQueue_RenderTransparent();
7424 if (r_timereport_active)
7425 R_TimeReport("drawtrans");
7428 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))
7430 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7431 if (r_timereport_active)
7432 R_TimeReport("worlddebug");
7433 R_DrawModelsDebug();
7434 if (r_timereport_active)
7435 R_TimeReport("modeldebug");
7438 if (cl.csqc_vidvars.drawworld)
7440 R_Shadow_DrawCoronas();
7441 if (r_timereport_active)
7442 R_TimeReport("coronas");
7447 GL_DepthTest(false);
7448 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7449 GL_Color(1, 1, 1, 1);
7450 qglBegin(GL_POLYGON);
7451 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7452 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7453 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7454 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7456 qglBegin(GL_POLYGON);
7457 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]);
7458 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]);
7459 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]);
7460 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]);
7462 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7466 // don't let sound skip if going slow
7467 if (r_refdef.scene.extraupdate)
7471 static const unsigned short bboxelements[36] =
7481 #define BBOXEDGES 13
7482 static const float bboxedges[BBOXEDGES][6] =
7485 { 0, 0, 0, 1, 1, 1 },
7487 { 0, 0, 0, 0, 1, 0 },
7488 { 0, 0, 0, 1, 0, 0 },
7489 { 0, 1, 0, 1, 1, 0 },
7490 { 1, 0, 0, 1, 1, 0 },
7492 { 0, 0, 1, 0, 1, 1 },
7493 { 0, 0, 1, 1, 0, 1 },
7494 { 0, 1, 1, 1, 1, 1 },
7495 { 1, 0, 1, 1, 1, 1 },
7497 { 0, 0, 0, 0, 0, 1 },
7498 { 1, 0, 0, 1, 0, 1 },
7499 { 0, 1, 0, 0, 1, 1 },
7500 { 1, 1, 0, 1, 1, 1 },
7503 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7505 int numvertices = BBOXEDGES * 8;
7506 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
7507 int numtriangles = BBOXEDGES * 12;
7508 unsigned short elements[BBOXEDGES * 36];
7510 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
7512 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
7514 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7515 GL_DepthMask(false);
7516 GL_DepthRange(0, 1);
7517 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7519 for (edge = 0; edge < BBOXEDGES; edge++)
7521 for (i = 0; i < 3; i++)
7523 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
7524 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
7526 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
7527 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
7528 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
7529 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
7530 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
7531 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
7532 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
7533 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
7534 for (i = 0; i < 36; i++)
7535 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
7537 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
7538 if (r_refdef.fogenabled)
7540 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
7542 f1 = RSurf_FogVertex(v);
7544 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7545 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7546 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7549 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
7550 R_Mesh_ResetTextureState();
7551 R_SetupShader_Generic_NoTexture(false, false);
7552 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
7555 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7557 // hacky overloading of the parameters
7558 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
7561 prvm_edict_t *edict;
7563 GL_CullFace(GL_NONE);
7564 R_SetupShader_Generic_NoTexture(false, false);
7566 for (i = 0;i < numsurfaces;i++)
7568 edict = PRVM_EDICT_NUM(surfacelist[i]);
7569 switch ((int)PRVM_serveredictfloat(edict, solid))
7571 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7572 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7573 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7574 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7575 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7576 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7577 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7579 if (prog == CLVM_prog)
7580 color[3] *= r_showbboxes_client.value;
7582 color[3] *= r_showbboxes.value;
7583 color[3] = bound(0, color[3], 1);
7584 GL_DepthTest(!r_showdisabledepthtest.integer);
7585 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7589 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
7592 prvm_edict_t *edict;
7598 for (i = 0; i < prog->num_edicts; i++)
7600 edict = PRVM_EDICT_NUM(i);
7601 if (edict->priv.server->free)
7603 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7604 if (PRVM_serveredictedict(edict, tag_entity) != 0)
7606 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7608 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7609 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
7613 static const int nomodelelement3i[24] =
7625 static const unsigned short nomodelelement3s[24] =
7637 static const float nomodelvertex3f[6*3] =
7647 static const float nomodelcolor4f[6*4] =
7649 0.0f, 0.0f, 0.5f, 1.0f,
7650 0.0f, 0.0f, 0.5f, 1.0f,
7651 0.0f, 0.5f, 0.0f, 1.0f,
7652 0.0f, 0.5f, 0.0f, 1.0f,
7653 0.5f, 0.0f, 0.0f, 1.0f,
7654 0.5f, 0.0f, 0.0f, 1.0f
7657 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7663 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);
7665 // this is only called once per entity so numsurfaces is always 1, and
7666 // surfacelist is always {0}, so this code does not handle batches
7668 if (rsurface.ent_flags & RENDER_ADDITIVE)
7670 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7671 GL_DepthMask(false);
7673 else if (ent->alpha < 1)
7675 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7676 GL_DepthMask(false);
7680 GL_BlendFunc(GL_ONE, GL_ZERO);
7683 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7684 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7685 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7686 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7687 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7688 for (i = 0, c = color4f;i < 6;i++, c += 4)
7690 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
7691 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
7692 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
7695 if (r_refdef.fogenabled)
7697 for (i = 0, c = color4f;i < 6;i++, c += 4)
7699 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7701 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7702 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7703 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7706 // R_Mesh_ResetTextureState();
7707 R_SetupShader_Generic_NoTexture(false, false);
7708 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7709 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7712 void R_DrawNoModel(entity_render_t *ent)
7715 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7716 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7717 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7719 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7722 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7724 vec3_t right1, right2, diff, normal;
7726 VectorSubtract (org2, org1, normal);
7728 // calculate 'right' vector for start
7729 VectorSubtract (r_refdef.view.origin, org1, diff);
7730 CrossProduct (normal, diff, right1);
7731 VectorNormalize (right1);
7733 // calculate 'right' vector for end
7734 VectorSubtract (r_refdef.view.origin, org2, diff);
7735 CrossProduct (normal, diff, right2);
7736 VectorNormalize (right2);
7738 vert[ 0] = org1[0] + width * right1[0];
7739 vert[ 1] = org1[1] + width * right1[1];
7740 vert[ 2] = org1[2] + width * right1[2];
7741 vert[ 3] = org1[0] - width * right1[0];
7742 vert[ 4] = org1[1] - width * right1[1];
7743 vert[ 5] = org1[2] - width * right1[2];
7744 vert[ 6] = org2[0] - width * right2[0];
7745 vert[ 7] = org2[1] - width * right2[1];
7746 vert[ 8] = org2[2] - width * right2[2];
7747 vert[ 9] = org2[0] + width * right2[0];
7748 vert[10] = org2[1] + width * right2[1];
7749 vert[11] = org2[2] + width * right2[2];
7752 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)
7754 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7755 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7756 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7757 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7758 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7759 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7760 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7761 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7762 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7763 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7764 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7765 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7768 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7773 VectorSet(v, x, y, z);
7774 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7775 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7777 if (i == mesh->numvertices)
7779 if (mesh->numvertices < mesh->maxvertices)
7781 VectorCopy(v, vertex3f);
7782 mesh->numvertices++;
7784 return mesh->numvertices;
7790 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7794 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7795 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7796 e = mesh->element3i + mesh->numtriangles * 3;
7797 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7799 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7800 if (mesh->numtriangles < mesh->maxtriangles)
7805 mesh->numtriangles++;
7807 element[1] = element[2];
7811 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7815 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7816 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7817 e = mesh->element3i + mesh->numtriangles * 3;
7818 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7820 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7821 if (mesh->numtriangles < mesh->maxtriangles)
7826 mesh->numtriangles++;
7828 element[1] = element[2];
7832 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7833 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7835 int planenum, planenum2;
7838 mplane_t *plane, *plane2;
7840 double temppoints[2][256*3];
7841 // figure out how large a bounding box we need to properly compute this brush
7843 for (w = 0;w < numplanes;w++)
7844 maxdist = max(maxdist, fabs(planes[w].dist));
7845 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7846 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7847 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7851 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7852 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7854 if (planenum2 == planenum)
7856 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);
7859 if (tempnumpoints < 3)
7861 // generate elements forming a triangle fan for this polygon
7862 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7866 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)
7868 texturelayer_t *layer;
7869 layer = t->currentlayers + t->currentnumlayers++;
7871 layer->depthmask = depthmask;
7872 layer->blendfunc1 = blendfunc1;
7873 layer->blendfunc2 = blendfunc2;
7874 layer->texture = texture;
7875 layer->texmatrix = *matrix;
7876 layer->color[0] = r;
7877 layer->color[1] = g;
7878 layer->color[2] = b;
7879 layer->color[3] = a;
7882 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7884 if(parms[0] == 0 && parms[1] == 0)
7886 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7887 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7892 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7895 index = parms[2] + rsurface.shadertime * parms[3];
7896 index -= floor(index);
7897 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7900 case Q3WAVEFUNC_NONE:
7901 case Q3WAVEFUNC_NOISE:
7902 case Q3WAVEFUNC_COUNT:
7905 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7906 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7907 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7908 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7909 case Q3WAVEFUNC_TRIANGLE:
7911 f = index - floor(index);
7924 f = parms[0] + parms[1] * f;
7925 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7926 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7930 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7937 matrix4x4_t matrix, temp;
7938 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
7939 // it's better to have one huge fixup every 9 hours than gradual
7940 // degradation over time which looks consistently bad after many hours.
7942 // tcmod scroll in particular suffers from this degradation which can't be
7943 // effectively worked around even with floor() tricks because we don't
7944 // know if tcmod scroll is the last tcmod being applied, and for clampmap
7945 // a workaround involving floor() would be incorrect anyway...
7946 shadertime = rsurface.shadertime;
7947 if (shadertime >= 32768.0f)
7948 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
7949 switch(tcmod->tcmod)
7953 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7954 matrix = r_waterscrollmatrix;
7956 matrix = identitymatrix;
7958 case Q3TCMOD_ENTITYTRANSLATE:
7959 // this is used in Q3 to allow the gamecode to control texcoord
7960 // scrolling on the entity, which is not supported in darkplaces yet.
7961 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7963 case Q3TCMOD_ROTATE:
7964 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7965 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7966 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7969 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7971 case Q3TCMOD_SCROLL:
7972 // this particular tcmod is a "bug for bug" compatible one with regards to
7973 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
7974 // specifically did the wrapping and so we must mimic that...
7975 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7976 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7977 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7979 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7980 w = (int) tcmod->parms[0];
7981 h = (int) tcmod->parms[1];
7982 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7984 idx = (int) floor(f * w * h);
7985 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7987 case Q3TCMOD_STRETCH:
7988 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7989 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7991 case Q3TCMOD_TRANSFORM:
7992 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7993 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7994 VectorSet(tcmat + 6, 0 , 0 , 1);
7995 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7996 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7998 case Q3TCMOD_TURBULENT:
7999 // this is handled in the RSurf_PrepareVertices function
8000 matrix = identitymatrix;
8004 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8007 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8009 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8010 char name[MAX_QPATH];
8011 skinframe_t *skinframe;
8012 unsigned char pixels[296*194];
8013 strlcpy(cache->name, skinname, sizeof(cache->name));
8014 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8015 if (developer_loading.integer)
8016 Con_Printf("loading %s\n", name);
8017 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8018 if (!skinframe || !skinframe->base)
8021 fs_offset_t filesize;
8023 f = FS_LoadFile(name, tempmempool, true, &filesize);
8026 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8027 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8031 cache->skinframe = skinframe;
8034 texture_t *R_GetCurrentTexture(texture_t *t)
8037 const entity_render_t *ent = rsurface.entity;
8038 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8039 q3shaderinfo_layer_tcmod_t *tcmod;
8040 float specularscale = 0.0f;
8042 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8043 return t->currentframe;
8044 t->update_lastrenderframe = r_textureframe;
8045 t->update_lastrenderentity = (void *)ent;
8047 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8048 t->camera_entity = ent->entitynumber;
8050 t->camera_entity = 0;
8052 // switch to an alternate material if this is a q1bsp animated material
8054 texture_t *texture = t;
8055 int s = rsurface.ent_skinnum;
8056 if ((unsigned int)s >= (unsigned int)model->numskins)
8058 if (model->skinscenes)
8060 if (model->skinscenes[s].framecount > 1)
8061 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8063 s = model->skinscenes[s].firstframe;
8066 t = t + s * model->num_surfaces;
8069 // use an alternate animation if the entity's frame is not 0,
8070 // and only if the texture has an alternate animation
8071 if (t->animated == 2) // q2bsp
8072 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8073 else if (rsurface.ent_alttextures && t->anim_total[1])
8074 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8076 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8078 texture->currentframe = t;
8081 // update currentskinframe to be a qw skin or animation frame
8082 if (rsurface.ent_qwskin >= 0)
8084 i = rsurface.ent_qwskin;
8085 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8087 r_qwskincache_size = cl.maxclients;
8089 Mem_Free(r_qwskincache);
8090 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8092 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8093 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8094 t->currentskinframe = r_qwskincache[i].skinframe;
8095 if (t->materialshaderpass && t->currentskinframe == NULL)
8096 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8098 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
8099 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8100 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
8101 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
8103 t->currentmaterialflags = t->basematerialflags;
8104 t->currentalpha = rsurface.entity->alpha * t->basealpha;
8105 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8106 t->currentalpha *= r_wateralpha.value;
8107 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8108 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8109 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8110 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8112 // decide on which type of lighting to use for this surface
8113 if (rsurface.entity->render_modellight_forced)
8114 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8115 if (rsurface.entity->render_rtlight_disabled)
8116 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
8117 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
8119 // some CUSTOMBLEND blendfuncs are too weird for anything but fullbright rendering, and even then we have to ignore colormod and view colorscale
8120 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
8121 for (q = 0; q < 3; q++)
8123 t->render_glowmod[q] = rsurface.entity->glowmod[q];
8124 t->render_modellight_lightdir[q] = q == 2;
8125 t->render_modellight_ambient[q] = 1;
8126 t->render_modellight_diffuse[q] = 0;
8127 t->render_modellight_specular[q] = 0;
8128 t->render_lightmap_ambient[q] = 0;
8129 t->render_lightmap_diffuse[q] = 0;
8130 t->render_lightmap_specular[q] = 0;
8131 t->render_rtlight_diffuse[q] = 0;
8132 t->render_rtlight_specular[q] = 0;
8135 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
8137 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
8138 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
8139 for (q = 0; q < 3; q++)
8141 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8142 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
8143 t->render_modellight_lightdir[q] = q == 2;
8144 t->render_modellight_diffuse[q] = 0;
8145 t->render_modellight_specular[q] = 0;
8146 t->render_lightmap_ambient[q] = 0;
8147 t->render_lightmap_diffuse[q] = 0;
8148 t->render_lightmap_specular[q] = 0;
8149 t->render_rtlight_diffuse[q] = 0;
8150 t->render_rtlight_specular[q] = 0;
8153 else if (FAKELIGHT_ENABLED)
8155 // no modellight if using fakelight for the map
8156 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
8157 for (q = 0; q < 3; q++)
8159 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8160 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
8161 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8162 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
8163 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
8164 t->render_lightmap_ambient[q] = 0;
8165 t->render_lightmap_diffuse[q] = 0;
8166 t->render_lightmap_specular[q] = 0;
8167 t->render_rtlight_diffuse[q] = 0;
8168 t->render_rtlight_specular[q] = 0;
8171 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
8173 // ambient + single direction light (modellight)
8174 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8175 for (q = 0; q < 3; q++)
8177 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8178 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
8179 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8180 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
8181 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
8182 t->render_lightmap_ambient[q] = 0;
8183 t->render_lightmap_diffuse[q] = 0;
8184 t->render_lightmap_specular[q] = 0;
8185 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
8186 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
8191 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
8192 for (q = 0; q < 3; q++)
8194 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8195 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q] * r_refdef.view.colorscale;
8196 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8197 t->render_modellight_diffuse[q] = 0;
8198 t->render_modellight_specular[q] = 0;
8199 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
8200 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
8201 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
8202 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
8203 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
8207 for (q = 0; q < 3; q++)
8209 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
8210 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
8213 if (rsurface.ent_flags & RENDER_ADDITIVE)
8214 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8215 else if (t->currentalpha < 1)
8216 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8217 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8218 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8219 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8220 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8221 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8222 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8223 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8224 if (t->backgroundshaderpass)
8225 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8226 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8228 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8229 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8232 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8233 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8235 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8236 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8238 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8239 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8241 // there is no tcmod
8242 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8244 t->currenttexmatrix = r_waterscrollmatrix;
8245 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8247 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8249 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8250 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8253 if (t->materialshaderpass)
8254 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8255 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8257 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
8258 if (t->currentskinframe->qpixels)
8259 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8260 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8261 if (!t->basetexture)
8262 t->basetexture = r_texture_notexture;
8263 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8264 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8265 t->nmaptexture = t->currentskinframe->nmap;
8266 if (!t->nmaptexture)
8267 t->nmaptexture = r_texture_blanknormalmap;
8268 t->glosstexture = r_texture_black;
8269 t->glowtexture = t->currentskinframe->glow;
8270 t->fogtexture = t->currentskinframe->fog;
8271 t->reflectmasktexture = t->currentskinframe->reflect;
8272 if (t->backgroundshaderpass)
8274 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
8275 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8276 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8277 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8278 t->backgroundglosstexture = r_texture_black;
8279 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8280 if (!t->backgroundnmaptexture)
8281 t->backgroundnmaptexture = r_texture_blanknormalmap;
8282 // make sure that if glow is going to be used, both textures are not NULL
8283 if (!t->backgroundglowtexture && t->glowtexture)
8284 t->backgroundglowtexture = r_texture_black;
8285 if (!t->glowtexture && t->backgroundglowtexture)
8286 t->glowtexture = r_texture_black;
8290 t->backgroundbasetexture = r_texture_white;
8291 t->backgroundnmaptexture = r_texture_blanknormalmap;
8292 t->backgroundglosstexture = r_texture_black;
8293 t->backgroundglowtexture = NULL;
8295 t->specularpower = r_shadow_glossexponent.value;
8296 // TODO: store reference values for these in the texture?
8297 if (r_shadow_gloss.integer > 0)
8299 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8301 if (r_shadow_glossintensity.value > 0)
8303 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8304 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8305 specularscale = r_shadow_glossintensity.value;
8308 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8310 t->glosstexture = r_texture_white;
8311 t->backgroundglosstexture = r_texture_white;
8312 specularscale = r_shadow_gloss2intensity.value;
8313 t->specularpower = r_shadow_gloss2exponent.value;
8316 specularscale *= t->specularscalemod;
8317 t->specularpower *= t->specularpowermod;
8319 // lightmaps mode looks bad with dlights using actual texturing, so turn
8320 // off the colormap and glossmap, but leave the normalmap on as it still
8321 // accurately represents the shading involved
8322 if (gl_lightmaps.integer)
8324 t->basetexture = r_texture_grey128;
8325 t->pantstexture = r_texture_black;
8326 t->shirttexture = r_texture_black;
8327 if (gl_lightmaps.integer < 2)
8328 t->nmaptexture = r_texture_blanknormalmap;
8329 t->glosstexture = r_texture_black;
8330 t->glowtexture = NULL;
8331 t->fogtexture = NULL;
8332 t->reflectmasktexture = NULL;
8333 t->backgroundbasetexture = NULL;
8334 if (gl_lightmaps.integer < 2)
8335 t->backgroundnmaptexture = r_texture_blanknormalmap;
8336 t->backgroundglosstexture = r_texture_black;
8337 t->backgroundglowtexture = NULL;
8339 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8342 if (specularscale != 1.0f)
8344 for (q = 0; q < 3; q++)
8346 t->render_modellight_specular[q] *= specularscale;
8347 t->render_lightmap_specular[q] *= specularscale;
8348 t->render_rtlight_specular[q] *= specularscale;
8352 t->currentnumlayers = 0;
8353 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8355 int blendfunc1, blendfunc2;
8357 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8359 blendfunc1 = GL_SRC_ALPHA;
8360 blendfunc2 = GL_ONE;
8362 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8364 blendfunc1 = GL_SRC_ALPHA;
8365 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8367 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8369 blendfunc1 = t->customblendfunc[0];
8370 blendfunc2 = t->customblendfunc[1];
8374 blendfunc1 = GL_ONE;
8375 blendfunc2 = GL_ZERO;
8377 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8378 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8380 // basic lit geometry
8381 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
8382 // add pants/shirt if needed
8383 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8384 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8385 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8386 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8390 // basic lit geometry
8391 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
8392 // add pants/shirt if needed
8393 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8394 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8395 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8396 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8397 // now add ambient passes if needed
8398 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
8400 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
8401 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8402 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
8403 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8404 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
8407 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8408 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
8409 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8411 // if this is opaque use alpha blend which will darken the earlier
8414 // if this is an alpha blended material, all the earlier passes
8415 // were darkened by fog already, so we only need to add the fog
8416 // color ontop through the fog mask texture
8418 // if this is an additive blended material, all the earlier passes
8419 // were darkened by fog already, and we should not add fog color
8420 // (because the background was not darkened, there is no fog color
8421 // that was lost behind it).
8422 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->currentalpha);
8429 rsurfacestate_t rsurface;
8431 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8433 dp_model_t *model = ent->model;
8434 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8436 rsurface.entity = (entity_render_t *)ent;
8437 rsurface.skeleton = ent->skeleton;
8438 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8439 rsurface.ent_skinnum = ent->skinnum;
8440 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;
8441 rsurface.ent_flags = ent->flags;
8442 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
8443 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
8444 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8445 rsurface.matrix = ent->matrix;
8446 rsurface.inversematrix = ent->inversematrix;
8447 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8448 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8449 R_EntityMatrix(&rsurface.matrix);
8450 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8451 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8452 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
8453 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8454 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8455 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8456 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8457 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8458 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8459 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8460 if (ent->model->brush.submodel && !prepass)
8462 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8463 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8465 // if the animcache code decided it should use the shader path, skip the deform step
8466 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8467 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8468 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8469 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8470 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8471 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8473 if (ent->animcache_vertex3f)
8475 r_refdef.stats[r_stat_batch_entitycache_count]++;
8476 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8477 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8478 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8479 rsurface.modelvertex3f = ent->animcache_vertex3f;
8480 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8481 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8482 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8483 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8484 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8485 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8486 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8487 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8488 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8489 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8490 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8491 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8492 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8493 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8495 else if (wanttangents)
8497 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8498 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8499 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8500 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8501 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8502 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8503 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8504 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8505 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8506 rsurface.modelvertexmesh = NULL;
8507 rsurface.modelvertexmesh_vertexbuffer = NULL;
8508 rsurface.modelvertexmesh_bufferoffset = 0;
8509 rsurface.modelvertex3f_vertexbuffer = NULL;
8510 rsurface.modelvertex3f_bufferoffset = 0;
8511 rsurface.modelvertex3f_vertexbuffer = 0;
8512 rsurface.modelvertex3f_bufferoffset = 0;
8513 rsurface.modelsvector3f_vertexbuffer = 0;
8514 rsurface.modelsvector3f_bufferoffset = 0;
8515 rsurface.modeltvector3f_vertexbuffer = 0;
8516 rsurface.modeltvector3f_bufferoffset = 0;
8517 rsurface.modelnormal3f_vertexbuffer = 0;
8518 rsurface.modelnormal3f_bufferoffset = 0;
8520 else if (wantnormals)
8522 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8523 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8524 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8525 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8526 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8527 rsurface.modelsvector3f = NULL;
8528 rsurface.modeltvector3f = NULL;
8529 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8530 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8531 rsurface.modelvertexmesh = NULL;
8532 rsurface.modelvertexmesh_vertexbuffer = NULL;
8533 rsurface.modelvertexmesh_bufferoffset = 0;
8534 rsurface.modelvertex3f_vertexbuffer = NULL;
8535 rsurface.modelvertex3f_bufferoffset = 0;
8536 rsurface.modelvertex3f_vertexbuffer = 0;
8537 rsurface.modelvertex3f_bufferoffset = 0;
8538 rsurface.modelsvector3f_vertexbuffer = 0;
8539 rsurface.modelsvector3f_bufferoffset = 0;
8540 rsurface.modeltvector3f_vertexbuffer = 0;
8541 rsurface.modeltvector3f_bufferoffset = 0;
8542 rsurface.modelnormal3f_vertexbuffer = 0;
8543 rsurface.modelnormal3f_bufferoffset = 0;
8547 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8548 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8549 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8550 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8551 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8552 rsurface.modelsvector3f = NULL;
8553 rsurface.modeltvector3f = NULL;
8554 rsurface.modelnormal3f = NULL;
8555 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8556 rsurface.modelvertexmesh = NULL;
8557 rsurface.modelvertexmesh_vertexbuffer = NULL;
8558 rsurface.modelvertexmesh_bufferoffset = 0;
8559 rsurface.modelvertex3f_vertexbuffer = NULL;
8560 rsurface.modelvertex3f_bufferoffset = 0;
8561 rsurface.modelvertex3f_vertexbuffer = 0;
8562 rsurface.modelvertex3f_bufferoffset = 0;
8563 rsurface.modelsvector3f_vertexbuffer = 0;
8564 rsurface.modelsvector3f_bufferoffset = 0;
8565 rsurface.modeltvector3f_vertexbuffer = 0;
8566 rsurface.modeltvector3f_bufferoffset = 0;
8567 rsurface.modelnormal3f_vertexbuffer = 0;
8568 rsurface.modelnormal3f_bufferoffset = 0;
8570 rsurface.modelgeneratedvertex = true;
8574 if (rsurface.entityskeletaltransform3x4)
8576 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8577 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8578 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8579 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8583 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8584 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8585 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8586 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8588 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8589 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8590 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8591 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8592 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8593 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8594 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8595 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8596 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8597 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8598 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8599 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8600 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8601 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8602 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8603 rsurface.modelgeneratedvertex = false;
8605 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8606 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8607 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8608 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8609 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8610 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8611 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8612 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8613 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8614 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8615 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8616 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8617 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8618 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8619 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8620 rsurface.modelelement3i = model->surfmesh.data_element3i;
8621 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8622 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8623 rsurface.modelelement3s = model->surfmesh.data_element3s;
8624 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8625 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8626 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8627 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8628 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8629 rsurface.modelsurfaces = model->data_surfaces;
8630 rsurface.batchgeneratedvertex = false;
8631 rsurface.batchfirstvertex = 0;
8632 rsurface.batchnumvertices = 0;
8633 rsurface.batchfirsttriangle = 0;
8634 rsurface.batchnumtriangles = 0;
8635 rsurface.batchvertex3f = NULL;
8636 rsurface.batchvertex3f_vertexbuffer = NULL;
8637 rsurface.batchvertex3f_bufferoffset = 0;
8638 rsurface.batchsvector3f = NULL;
8639 rsurface.batchsvector3f_vertexbuffer = NULL;
8640 rsurface.batchsvector3f_bufferoffset = 0;
8641 rsurface.batchtvector3f = NULL;
8642 rsurface.batchtvector3f_vertexbuffer = NULL;
8643 rsurface.batchtvector3f_bufferoffset = 0;
8644 rsurface.batchnormal3f = NULL;
8645 rsurface.batchnormal3f_vertexbuffer = NULL;
8646 rsurface.batchnormal3f_bufferoffset = 0;
8647 rsurface.batchlightmapcolor4f = NULL;
8648 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8649 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8650 rsurface.batchtexcoordtexture2f = NULL;
8651 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8652 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8653 rsurface.batchtexcoordlightmap2f = NULL;
8654 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8655 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8656 rsurface.batchskeletalindex4ub = NULL;
8657 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8658 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8659 rsurface.batchskeletalweight4ub = NULL;
8660 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8661 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8662 rsurface.batchvertexmesh = NULL;
8663 rsurface.batchvertexmesh_vertexbuffer = NULL;
8664 rsurface.batchvertexmesh_bufferoffset = 0;
8665 rsurface.batchelement3i = NULL;
8666 rsurface.batchelement3i_indexbuffer = NULL;
8667 rsurface.batchelement3i_bufferoffset = 0;
8668 rsurface.batchelement3s = NULL;
8669 rsurface.batchelement3s_indexbuffer = NULL;
8670 rsurface.batchelement3s_bufferoffset = 0;
8671 rsurface.passcolor4f = NULL;
8672 rsurface.passcolor4f_vertexbuffer = NULL;
8673 rsurface.passcolor4f_bufferoffset = 0;
8674 rsurface.forcecurrenttextureupdate = false;
8677 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)
8679 rsurface.entity = r_refdef.scene.worldentity;
8680 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
8681 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
8682 // A better approach could be making this copy only once per frame.
8683 static entity_render_t custom_entity;
8685 custom_entity = *rsurface.entity;
8686 for (q = 0; q < 3; ++q) {
8687 float colormod = q == 0 ? r : q == 1 ? g : b;
8688 custom_entity.render_fullbright[q] *= colormod;
8689 custom_entity.render_modellight_ambient[q] *= colormod;
8690 custom_entity.render_modellight_diffuse[q] *= colormod;
8691 custom_entity.render_lightmap_ambient[q] *= colormod;
8692 custom_entity.render_lightmap_diffuse[q] *= colormod;
8693 custom_entity.render_rtlight_diffuse[q] *= colormod;
8695 custom_entity.alpha *= a;
8696 rsurface.entity = &custom_entity;
8698 rsurface.skeleton = NULL;
8699 rsurface.ent_skinnum = 0;
8700 rsurface.ent_qwskin = -1;
8701 rsurface.ent_flags = entflags;
8702 rsurface.shadertime = r_refdef.scene.time - shadertime;
8703 rsurface.modelnumvertices = numvertices;
8704 rsurface.modelnumtriangles = numtriangles;
8705 rsurface.matrix = *matrix;
8706 rsurface.inversematrix = *inversematrix;
8707 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8708 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8709 R_EntityMatrix(&rsurface.matrix);
8710 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8711 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8712 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8713 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8714 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8715 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8716 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8717 rsurface.frameblend[0].lerp = 1;
8718 rsurface.ent_alttextures = false;
8719 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8720 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8721 rsurface.entityskeletaltransform3x4 = NULL;
8722 rsurface.entityskeletaltransform3x4buffer = NULL;
8723 rsurface.entityskeletaltransform3x4offset = 0;
8724 rsurface.entityskeletaltransform3x4size = 0;
8725 rsurface.entityskeletalnumtransforms = 0;
8726 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8727 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8728 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8729 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8732 rsurface.modelvertex3f = (float *)vertex3f;
8733 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8734 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8735 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8737 else if (wantnormals)
8739 rsurface.modelvertex3f = (float *)vertex3f;
8740 rsurface.modelsvector3f = NULL;
8741 rsurface.modeltvector3f = NULL;
8742 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8746 rsurface.modelvertex3f = (float *)vertex3f;
8747 rsurface.modelsvector3f = NULL;
8748 rsurface.modeltvector3f = NULL;
8749 rsurface.modelnormal3f = NULL;
8751 rsurface.modelvertexmesh = NULL;
8752 rsurface.modelvertexmesh_vertexbuffer = NULL;
8753 rsurface.modelvertexmesh_bufferoffset = 0;
8754 rsurface.modelvertex3f_vertexbuffer = 0;
8755 rsurface.modelvertex3f_bufferoffset = 0;
8756 rsurface.modelsvector3f_vertexbuffer = 0;
8757 rsurface.modelsvector3f_bufferoffset = 0;
8758 rsurface.modeltvector3f_vertexbuffer = 0;
8759 rsurface.modeltvector3f_bufferoffset = 0;
8760 rsurface.modelnormal3f_vertexbuffer = 0;
8761 rsurface.modelnormal3f_bufferoffset = 0;
8762 rsurface.modelgeneratedvertex = true;
8763 rsurface.modellightmapcolor4f = (float *)color4f;
8764 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8765 rsurface.modellightmapcolor4f_bufferoffset = 0;
8766 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8767 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8768 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8769 rsurface.modeltexcoordlightmap2f = NULL;
8770 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8771 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8772 rsurface.modelskeletalindex4ub = NULL;
8773 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8774 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8775 rsurface.modelskeletalweight4ub = NULL;
8776 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8777 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8778 rsurface.modelelement3i = (int *)element3i;
8779 rsurface.modelelement3i_indexbuffer = NULL;
8780 rsurface.modelelement3i_bufferoffset = 0;
8781 rsurface.modelelement3s = (unsigned short *)element3s;
8782 rsurface.modelelement3s_indexbuffer = NULL;
8783 rsurface.modelelement3s_bufferoffset = 0;
8784 rsurface.modellightmapoffsets = NULL;
8785 rsurface.modelsurfaces = NULL;
8786 rsurface.batchgeneratedvertex = false;
8787 rsurface.batchfirstvertex = 0;
8788 rsurface.batchnumvertices = 0;
8789 rsurface.batchfirsttriangle = 0;
8790 rsurface.batchnumtriangles = 0;
8791 rsurface.batchvertex3f = NULL;
8792 rsurface.batchvertex3f_vertexbuffer = NULL;
8793 rsurface.batchvertex3f_bufferoffset = 0;
8794 rsurface.batchsvector3f = NULL;
8795 rsurface.batchsvector3f_vertexbuffer = NULL;
8796 rsurface.batchsvector3f_bufferoffset = 0;
8797 rsurface.batchtvector3f = NULL;
8798 rsurface.batchtvector3f_vertexbuffer = NULL;
8799 rsurface.batchtvector3f_bufferoffset = 0;
8800 rsurface.batchnormal3f = NULL;
8801 rsurface.batchnormal3f_vertexbuffer = NULL;
8802 rsurface.batchnormal3f_bufferoffset = 0;
8803 rsurface.batchlightmapcolor4f = NULL;
8804 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8805 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8806 rsurface.batchtexcoordtexture2f = NULL;
8807 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8808 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8809 rsurface.batchtexcoordlightmap2f = NULL;
8810 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8811 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8812 rsurface.batchskeletalindex4ub = NULL;
8813 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8814 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8815 rsurface.batchskeletalweight4ub = NULL;
8816 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8817 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8818 rsurface.batchvertexmesh = NULL;
8819 rsurface.batchvertexmesh_vertexbuffer = NULL;
8820 rsurface.batchvertexmesh_bufferoffset = 0;
8821 rsurface.batchelement3i = NULL;
8822 rsurface.batchelement3i_indexbuffer = NULL;
8823 rsurface.batchelement3i_bufferoffset = 0;
8824 rsurface.batchelement3s = NULL;
8825 rsurface.batchelement3s_indexbuffer = NULL;
8826 rsurface.batchelement3s_bufferoffset = 0;
8827 rsurface.passcolor4f = NULL;
8828 rsurface.passcolor4f_vertexbuffer = NULL;
8829 rsurface.passcolor4f_bufferoffset = 0;
8830 rsurface.forcecurrenttextureupdate = true;
8832 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8834 if ((wantnormals || wanttangents) && !normal3f)
8836 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8837 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8839 if (wanttangents && !svector3f)
8841 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8842 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8843 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8848 float RSurf_FogPoint(const float *v)
8850 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8851 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8852 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8853 float FogHeightFade = r_refdef.fogheightfade;
8855 unsigned int fogmasktableindex;
8856 if (r_refdef.fogplaneviewabove)
8857 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8859 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8860 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8861 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8864 float RSurf_FogVertex(const float *v)
8866 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8867 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8868 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8869 float FogHeightFade = rsurface.fogheightfade;
8871 unsigned int fogmasktableindex;
8872 if (r_refdef.fogplaneviewabove)
8873 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8875 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8876 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8877 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8880 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8883 for (i = 0;i < numelements;i++)
8884 outelement3i[i] = inelement3i[i] + adjust;
8887 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8888 extern cvar_t gl_vbo;
8889 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8897 int surfacefirsttriangle;
8898 int surfacenumtriangles;
8899 int surfacefirstvertex;
8900 int surfaceendvertex;
8901 int surfacenumvertices;
8902 int batchnumsurfaces = texturenumsurfaces;
8903 int batchnumvertices;
8904 int batchnumtriangles;
8908 qboolean dynamicvertex;
8911 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8914 q3shaderinfo_deform_t *deform;
8915 const msurface_t *surface, *firstsurface;
8916 r_vertexmesh_t *vertexmesh;
8917 if (!texturenumsurfaces)
8919 // find vertex range of this surface batch
8921 firstsurface = texturesurfacelist[0];
8922 firsttriangle = firstsurface->num_firsttriangle;
8923 batchnumvertices = 0;
8924 batchnumtriangles = 0;
8925 firstvertex = endvertex = firstsurface->num_firstvertex;
8926 for (i = 0;i < texturenumsurfaces;i++)
8928 surface = texturesurfacelist[i];
8929 if (surface != firstsurface + i)
8931 surfacefirstvertex = surface->num_firstvertex;
8932 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8933 surfacenumvertices = surface->num_vertices;
8934 surfacenumtriangles = surface->num_triangles;
8935 if (firstvertex > surfacefirstvertex)
8936 firstvertex = surfacefirstvertex;
8937 if (endvertex < surfaceendvertex)
8938 endvertex = surfaceendvertex;
8939 batchnumvertices += surfacenumvertices;
8940 batchnumtriangles += surfacenumtriangles;
8943 r_refdef.stats[r_stat_batch_batches]++;
8945 r_refdef.stats[r_stat_batch_withgaps]++;
8946 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
8947 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
8948 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
8950 // we now know the vertex range used, and if there are any gaps in it
8951 rsurface.batchfirstvertex = firstvertex;
8952 rsurface.batchnumvertices = endvertex - firstvertex;
8953 rsurface.batchfirsttriangle = firsttriangle;
8954 rsurface.batchnumtriangles = batchnumtriangles;
8956 // this variable holds flags for which properties have been updated that
8957 // may require regenerating vertexmesh array...
8960 // check if any dynamic vertex processing must occur
8961 dynamicvertex = false;
8963 // a cvar to force the dynamic vertex path to be taken, for debugging
8964 if (r_batch_debugdynamicvertexpath.integer)
8968 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
8969 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
8970 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
8971 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
8973 dynamicvertex = true;
8976 // if there is a chance of animated vertex colors, it's a dynamic batch
8977 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8981 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
8982 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
8983 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
8984 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
8986 dynamicvertex = true;
8987 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8990 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8992 switch (deform->deform)
8995 case Q3DEFORM_PROJECTIONSHADOW:
8996 case Q3DEFORM_TEXT0:
8997 case Q3DEFORM_TEXT1:
8998 case Q3DEFORM_TEXT2:
8999 case Q3DEFORM_TEXT3:
9000 case Q3DEFORM_TEXT4:
9001 case Q3DEFORM_TEXT5:
9002 case Q3DEFORM_TEXT6:
9003 case Q3DEFORM_TEXT7:
9006 case Q3DEFORM_AUTOSPRITE:
9009 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9010 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9011 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9012 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9014 dynamicvertex = true;
9015 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9016 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9018 case Q3DEFORM_AUTOSPRITE2:
9021 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9022 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9023 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9024 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9026 dynamicvertex = true;
9027 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9028 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9030 case Q3DEFORM_NORMAL:
9033 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9034 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9035 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9036 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9038 dynamicvertex = true;
9039 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9040 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9043 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9044 break; // if wavefunc is a nop, ignore this transform
9047 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9048 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9049 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9050 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9052 dynamicvertex = true;
9053 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9054 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9056 case Q3DEFORM_BULGE:
9059 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9060 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9061 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9062 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9064 dynamicvertex = true;
9065 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9066 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9069 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9070 break; // if wavefunc is a nop, ignore this transform
9073 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9074 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9075 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9076 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9078 dynamicvertex = true;
9079 batchneed |= BATCHNEED_ARRAY_VERTEX;
9080 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9084 if (rsurface.texture->materialshaderpass)
9086 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
9089 case Q3TCGEN_TEXTURE:
9091 case Q3TCGEN_LIGHTMAP:
9094 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9095 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9096 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9097 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9099 dynamicvertex = true;
9100 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9101 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9103 case Q3TCGEN_VECTOR:
9106 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9107 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9108 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9109 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9111 dynamicvertex = true;
9112 batchneed |= BATCHNEED_ARRAY_VERTEX;
9113 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9115 case Q3TCGEN_ENVIRONMENT:
9118 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9119 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9120 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9121 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9123 dynamicvertex = true;
9124 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9125 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9128 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9132 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9133 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9134 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9135 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9137 dynamicvertex = true;
9138 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9139 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9143 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9147 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9148 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9149 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9150 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9152 dynamicvertex = true;
9153 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9156 // when the model data has no vertex buffer (dynamic mesh), we need to
9158 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9159 batchneed |= BATCHNEED_NOGAPS;
9161 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9162 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9163 // we ensure this by treating the vertex batch as dynamic...
9164 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9168 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9169 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9170 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9171 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9173 dynamicvertex = true;
9178 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9179 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9180 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9181 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9182 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9183 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9184 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9185 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9188 // if needsupdate, we have to do a dynamic vertex batch for sure
9189 if (needsupdate & batchneed)
9193 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9194 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9195 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9196 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9198 dynamicvertex = true;
9201 // see if we need to build vertexmesh from arrays
9202 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9206 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9207 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9208 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9209 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9211 dynamicvertex = true;
9214 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9215 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9216 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9218 rsurface.batchvertex3f = rsurface.modelvertex3f;
9219 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9220 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9221 rsurface.batchsvector3f = rsurface.modelsvector3f;
9222 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9223 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9224 rsurface.batchtvector3f = rsurface.modeltvector3f;
9225 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9226 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9227 rsurface.batchnormal3f = rsurface.modelnormal3f;
9228 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9229 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9230 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9231 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9232 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9233 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9234 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9235 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9236 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9237 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9238 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9239 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9240 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9241 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9242 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9243 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9244 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9245 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9246 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9247 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9248 rsurface.batchelement3i = rsurface.modelelement3i;
9249 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9250 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9251 rsurface.batchelement3s = rsurface.modelelement3s;
9252 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9253 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9254 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9255 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9256 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9257 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9258 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9260 // if any dynamic vertex processing has to occur in software, we copy the
9261 // entire surface list together before processing to rebase the vertices
9262 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9264 // if any gaps exist and we do not have a static vertex buffer, we have to
9265 // copy the surface list together to avoid wasting upload bandwidth on the
9266 // vertices in the gaps.
9268 // if gaps exist and we have a static vertex buffer, we can choose whether
9269 // to combine the index buffer ranges into one dynamic index buffer or
9270 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9272 // in many cases the batch is reduced to one draw call.
9274 rsurface.batchmultidraw = false;
9275 rsurface.batchmultidrawnumsurfaces = 0;
9276 rsurface.batchmultidrawsurfacelist = NULL;
9280 // static vertex data, just set pointers...
9281 rsurface.batchgeneratedvertex = false;
9282 // if there are gaps, we want to build a combined index buffer,
9283 // otherwise use the original static buffer with an appropriate offset
9286 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9287 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9288 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9289 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9290 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9292 rsurface.batchmultidraw = true;
9293 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9294 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9297 // build a new triangle elements array for this batch
9298 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9299 rsurface.batchfirsttriangle = 0;
9301 for (i = 0;i < texturenumsurfaces;i++)
9303 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9304 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9305 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9306 numtriangles += surfacenumtriangles;
9308 rsurface.batchelement3i_indexbuffer = NULL;
9309 rsurface.batchelement3i_bufferoffset = 0;
9310 rsurface.batchelement3s = NULL;
9311 rsurface.batchelement3s_indexbuffer = NULL;
9312 rsurface.batchelement3s_bufferoffset = 0;
9313 if (endvertex <= 65536)
9315 // make a 16bit (unsigned short) index array if possible
9316 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9317 for (i = 0;i < numtriangles*3;i++)
9318 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9320 // upload buffer data for the copytriangles batch
9321 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9323 if (rsurface.batchelement3s)
9324 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9325 else if (rsurface.batchelement3i)
9326 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9331 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9332 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9333 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9334 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9339 // something needs software processing, do it for real...
9340 // we only directly handle separate array data in this case and then
9341 // generate interleaved data if needed...
9342 rsurface.batchgeneratedvertex = true;
9343 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9344 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9345 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9346 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9348 // now copy the vertex data into a combined array and make an index array
9349 // (this is what Quake3 does all the time)
9350 // we also apply any skeletal animation here that would have been done in
9351 // the vertex shader, because most of the dynamic vertex animation cases
9352 // need actual vertex positions and normals
9353 //if (dynamicvertex)
9355 rsurface.batchvertexmesh = NULL;
9356 rsurface.batchvertexmesh_vertexbuffer = NULL;
9357 rsurface.batchvertexmesh_bufferoffset = 0;
9358 rsurface.batchvertex3f = NULL;
9359 rsurface.batchvertex3f_vertexbuffer = NULL;
9360 rsurface.batchvertex3f_bufferoffset = 0;
9361 rsurface.batchsvector3f = NULL;
9362 rsurface.batchsvector3f_vertexbuffer = NULL;
9363 rsurface.batchsvector3f_bufferoffset = 0;
9364 rsurface.batchtvector3f = NULL;
9365 rsurface.batchtvector3f_vertexbuffer = NULL;
9366 rsurface.batchtvector3f_bufferoffset = 0;
9367 rsurface.batchnormal3f = NULL;
9368 rsurface.batchnormal3f_vertexbuffer = NULL;
9369 rsurface.batchnormal3f_bufferoffset = 0;
9370 rsurface.batchlightmapcolor4f = NULL;
9371 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9372 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9373 rsurface.batchtexcoordtexture2f = NULL;
9374 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9375 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9376 rsurface.batchtexcoordlightmap2f = NULL;
9377 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9378 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9379 rsurface.batchskeletalindex4ub = NULL;
9380 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9381 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9382 rsurface.batchskeletalweight4ub = NULL;
9383 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9384 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9385 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9386 rsurface.batchelement3i_indexbuffer = NULL;
9387 rsurface.batchelement3i_bufferoffset = 0;
9388 rsurface.batchelement3s = NULL;
9389 rsurface.batchelement3s_indexbuffer = NULL;
9390 rsurface.batchelement3s_bufferoffset = 0;
9391 rsurface.batchskeletaltransform3x4buffer = NULL;
9392 rsurface.batchskeletaltransform3x4offset = 0;
9393 rsurface.batchskeletaltransform3x4size = 0;
9394 // we'll only be setting up certain arrays as needed
9395 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9396 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9397 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9398 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9399 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9400 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9401 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9403 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9404 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9406 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9407 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9408 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9409 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9410 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9411 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9412 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9414 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9415 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9419 for (i = 0;i < texturenumsurfaces;i++)
9421 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9422 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9423 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9424 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9425 // copy only the data requested
9426 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9427 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9428 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9430 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9432 if (rsurface.batchvertex3f)
9433 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9435 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9437 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9439 if (rsurface.modelnormal3f)
9440 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9442 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9444 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9446 if (rsurface.modelsvector3f)
9448 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9449 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9453 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9454 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9457 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9459 if (rsurface.modellightmapcolor4f)
9460 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9462 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9464 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9466 if (rsurface.modeltexcoordtexture2f)
9467 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9469 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9471 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9473 if (rsurface.modeltexcoordlightmap2f)
9474 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9476 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9478 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9480 if (rsurface.modelskeletalindex4ub)
9482 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9483 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9487 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9488 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9489 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9490 for (j = 0;j < surfacenumvertices;j++)
9495 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9496 numvertices += surfacenumvertices;
9497 numtriangles += surfacenumtriangles;
9500 // generate a 16bit index array as well if possible
9501 // (in general, dynamic batches fit)
9502 if (numvertices <= 65536)
9504 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9505 for (i = 0;i < numtriangles*3;i++)
9506 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9509 // since we've copied everything, the batch now starts at 0
9510 rsurface.batchfirstvertex = 0;
9511 rsurface.batchnumvertices = batchnumvertices;
9512 rsurface.batchfirsttriangle = 0;
9513 rsurface.batchnumtriangles = batchnumtriangles;
9516 // apply skeletal animation that would have been done in the vertex shader
9517 if (rsurface.batchskeletaltransform3x4)
9519 const unsigned char *si;
9520 const unsigned char *sw;
9522 const float *b = rsurface.batchskeletaltransform3x4;
9523 float *vp, *vs, *vt, *vn;
9525 float m[3][4], n[3][4];
9526 float tp[3], ts[3], tt[3], tn[3];
9527 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9528 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9529 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9530 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9531 si = rsurface.batchskeletalindex4ub;
9532 sw = rsurface.batchskeletalweight4ub;
9533 vp = rsurface.batchvertex3f;
9534 vs = rsurface.batchsvector3f;
9535 vt = rsurface.batchtvector3f;
9536 vn = rsurface.batchnormal3f;
9537 memset(m[0], 0, sizeof(m));
9538 memset(n[0], 0, sizeof(n));
9539 for (i = 0;i < batchnumvertices;i++)
9541 t[0] = b + si[0]*12;
9544 // common case - only one matrix
9558 else if (sw[2] + sw[3])
9561 t[1] = b + si[1]*12;
9562 t[2] = b + si[2]*12;
9563 t[3] = b + si[3]*12;
9564 w[0] = sw[0] * (1.0f / 255.0f);
9565 w[1] = sw[1] * (1.0f / 255.0f);
9566 w[2] = sw[2] * (1.0f / 255.0f);
9567 w[3] = sw[3] * (1.0f / 255.0f);
9568 // blend the matrices
9569 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9570 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9571 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9572 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9573 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9574 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9575 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9576 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9577 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9578 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9579 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9580 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9585 t[1] = b + si[1]*12;
9586 w[0] = sw[0] * (1.0f / 255.0f);
9587 w[1] = sw[1] * (1.0f / 255.0f);
9588 // blend the matrices
9589 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9590 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9591 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9592 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9593 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9594 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9595 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9596 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9597 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9598 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9599 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9600 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9604 // modify the vertex
9606 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9607 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9608 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9612 // the normal transformation matrix is a set of cross products...
9613 CrossProduct(m[1], m[2], n[0]);
9614 CrossProduct(m[2], m[0], n[1]);
9615 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9617 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9618 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9619 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9620 VectorNormalize(vn);
9625 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9626 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9627 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9628 VectorNormalize(vs);
9631 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9632 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9633 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9634 VectorNormalize(vt);
9639 rsurface.batchskeletaltransform3x4 = NULL;
9640 rsurface.batchskeletalnumtransforms = 0;
9643 // q1bsp surfaces rendered in vertex color mode have to have colors
9644 // calculated based on lightstyles
9645 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9647 // generate color arrays for the surfaces in this list
9652 const unsigned char *lm;
9653 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9654 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9655 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9657 for (i = 0;i < texturenumsurfaces;i++)
9659 surface = texturesurfacelist[i];
9660 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9661 surfacenumvertices = surface->num_vertices;
9662 if (surface->lightmapinfo->samples)
9664 for (j = 0;j < surfacenumvertices;j++)
9666 lm = surface->lightmapinfo->samples + offsets[j];
9667 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9668 VectorScale(lm, scale, c);
9669 if (surface->lightmapinfo->styles[1] != 255)
9671 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9673 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9674 VectorMA(c, scale, lm, c);
9675 if (surface->lightmapinfo->styles[2] != 255)
9678 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9679 VectorMA(c, scale, lm, c);
9680 if (surface->lightmapinfo->styles[3] != 255)
9683 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9684 VectorMA(c, scale, lm, c);
9691 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);
9697 for (j = 0;j < surfacenumvertices;j++)
9699 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9706 // if vertices are deformed (sprite flares and things in maps, possibly
9707 // water waves, bulges and other deformations), modify the copied vertices
9709 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9712 switch (deform->deform)
9715 case Q3DEFORM_PROJECTIONSHADOW:
9716 case Q3DEFORM_TEXT0:
9717 case Q3DEFORM_TEXT1:
9718 case Q3DEFORM_TEXT2:
9719 case Q3DEFORM_TEXT3:
9720 case Q3DEFORM_TEXT4:
9721 case Q3DEFORM_TEXT5:
9722 case Q3DEFORM_TEXT6:
9723 case Q3DEFORM_TEXT7:
9726 case Q3DEFORM_AUTOSPRITE:
9727 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9728 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9729 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9730 VectorNormalize(newforward);
9731 VectorNormalize(newright);
9732 VectorNormalize(newup);
9733 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9734 // rsurface.batchvertex3f_vertexbuffer = NULL;
9735 // rsurface.batchvertex3f_bufferoffset = 0;
9736 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9737 // rsurface.batchsvector3f_vertexbuffer = NULL;
9738 // rsurface.batchsvector3f_bufferoffset = 0;
9739 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9740 // rsurface.batchtvector3f_vertexbuffer = NULL;
9741 // rsurface.batchtvector3f_bufferoffset = 0;
9742 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9743 // rsurface.batchnormal3f_vertexbuffer = NULL;
9744 // rsurface.batchnormal3f_bufferoffset = 0;
9745 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9746 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9747 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9748 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9749 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);
9750 // a single autosprite surface can contain multiple sprites...
9751 for (j = 0;j < batchnumvertices - 3;j += 4)
9753 VectorClear(center);
9754 for (i = 0;i < 4;i++)
9755 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9756 VectorScale(center, 0.25f, center);
9757 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9758 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9759 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9760 for (i = 0;i < 4;i++)
9762 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9763 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9766 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9767 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9768 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);
9770 case Q3DEFORM_AUTOSPRITE2:
9771 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9772 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9773 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9774 VectorNormalize(newforward);
9775 VectorNormalize(newright);
9776 VectorNormalize(newup);
9777 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9778 // rsurface.batchvertex3f_vertexbuffer = NULL;
9779 // rsurface.batchvertex3f_bufferoffset = 0;
9781 const float *v1, *v2;
9791 memset(shortest, 0, sizeof(shortest));
9792 // a single autosprite surface can contain multiple sprites...
9793 for (j = 0;j < batchnumvertices - 3;j += 4)
9795 VectorClear(center);
9796 for (i = 0;i < 4;i++)
9797 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9798 VectorScale(center, 0.25f, center);
9799 // find the two shortest edges, then use them to define the
9800 // axis vectors for rotating around the central axis
9801 for (i = 0;i < 6;i++)
9803 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9804 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9805 l = VectorDistance2(v1, v2);
9806 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9808 l += (1.0f / 1024.0f);
9809 if (shortest[0].length2 > l || i == 0)
9811 shortest[1] = shortest[0];
9812 shortest[0].length2 = l;
9813 shortest[0].v1 = v1;
9814 shortest[0].v2 = v2;
9816 else if (shortest[1].length2 > l || i == 1)
9818 shortest[1].length2 = l;
9819 shortest[1].v1 = v1;
9820 shortest[1].v2 = v2;
9823 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9824 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9825 // this calculates the right vector from the shortest edge
9826 // and the up vector from the edge midpoints
9827 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9828 VectorNormalize(right);
9829 VectorSubtract(end, start, up);
9830 VectorNormalize(up);
9831 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9832 VectorSubtract(rsurface.localvieworigin, center, forward);
9833 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9834 VectorNegate(forward, forward);
9835 VectorReflect(forward, 0, up, forward);
9836 VectorNormalize(forward);
9837 CrossProduct(up, forward, newright);
9838 VectorNormalize(newright);
9839 // rotate the quad around the up axis vector, this is made
9840 // especially easy by the fact we know the quad is flat,
9841 // so we only have to subtract the center position and
9842 // measure distance along the right vector, and then
9843 // multiply that by the newright vector and add back the
9845 // we also need to subtract the old position to undo the
9846 // displacement from the center, which we do with a
9847 // DotProduct, the subtraction/addition of center is also
9848 // optimized into DotProducts here
9849 l = DotProduct(right, center);
9850 for (i = 0;i < 4;i++)
9852 v1 = rsurface.batchvertex3f + 3*(j+i);
9853 f = DotProduct(right, v1) - l;
9854 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9858 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9860 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9861 // rsurface.batchnormal3f_vertexbuffer = NULL;
9862 // rsurface.batchnormal3f_bufferoffset = 0;
9863 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9865 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9867 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9868 // rsurface.batchsvector3f_vertexbuffer = NULL;
9869 // rsurface.batchsvector3f_bufferoffset = 0;
9870 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9871 // rsurface.batchtvector3f_vertexbuffer = NULL;
9872 // rsurface.batchtvector3f_bufferoffset = 0;
9873 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);
9876 case Q3DEFORM_NORMAL:
9877 // deform the normals to make reflections wavey
9878 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9879 rsurface.batchnormal3f_vertexbuffer = NULL;
9880 rsurface.batchnormal3f_bufferoffset = 0;
9881 for (j = 0;j < batchnumvertices;j++)
9884 float *normal = rsurface.batchnormal3f + 3*j;
9885 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9886 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9887 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9888 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9889 VectorNormalize(normal);
9891 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9893 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9894 // rsurface.batchsvector3f_vertexbuffer = NULL;
9895 // rsurface.batchsvector3f_bufferoffset = 0;
9896 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9897 // rsurface.batchtvector3f_vertexbuffer = NULL;
9898 // rsurface.batchtvector3f_bufferoffset = 0;
9899 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);
9903 // deform vertex array to make wavey water and flags and such
9904 waveparms[0] = deform->waveparms[0];
9905 waveparms[1] = deform->waveparms[1];
9906 waveparms[2] = deform->waveparms[2];
9907 waveparms[3] = deform->waveparms[3];
9908 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9909 break; // if wavefunc is a nop, don't make a dynamic vertex array
9910 // this is how a divisor of vertex influence on deformation
9911 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9912 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9913 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9914 // rsurface.batchvertex3f_vertexbuffer = NULL;
9915 // rsurface.batchvertex3f_bufferoffset = 0;
9916 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9917 // rsurface.batchnormal3f_vertexbuffer = NULL;
9918 // rsurface.batchnormal3f_bufferoffset = 0;
9919 for (j = 0;j < batchnumvertices;j++)
9921 // if the wavefunc depends on time, evaluate it per-vertex
9924 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9925 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9927 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9929 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9930 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9931 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9933 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9934 // rsurface.batchsvector3f_vertexbuffer = NULL;
9935 // rsurface.batchsvector3f_bufferoffset = 0;
9936 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9937 // rsurface.batchtvector3f_vertexbuffer = NULL;
9938 // rsurface.batchtvector3f_bufferoffset = 0;
9939 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);
9942 case Q3DEFORM_BULGE:
9943 // deform vertex array to make the surface have moving bulges
9944 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9945 // rsurface.batchvertex3f_vertexbuffer = NULL;
9946 // rsurface.batchvertex3f_bufferoffset = 0;
9947 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9948 // rsurface.batchnormal3f_vertexbuffer = NULL;
9949 // rsurface.batchnormal3f_bufferoffset = 0;
9950 for (j = 0;j < batchnumvertices;j++)
9952 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9953 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9955 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9956 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9957 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9959 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9960 // rsurface.batchsvector3f_vertexbuffer = NULL;
9961 // rsurface.batchsvector3f_bufferoffset = 0;
9962 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9963 // rsurface.batchtvector3f_vertexbuffer = NULL;
9964 // rsurface.batchtvector3f_bufferoffset = 0;
9965 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);
9969 // deform vertex array
9970 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9971 break; // if wavefunc is a nop, don't make a dynamic vertex array
9972 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9973 VectorScale(deform->parms, scale, waveparms);
9974 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9975 // rsurface.batchvertex3f_vertexbuffer = NULL;
9976 // rsurface.batchvertex3f_bufferoffset = 0;
9977 for (j = 0;j < batchnumvertices;j++)
9978 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9983 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
9985 // generate texcoords based on the chosen texcoord source
9986 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
9989 case Q3TCGEN_TEXTURE:
9991 case Q3TCGEN_LIGHTMAP:
9992 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9993 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9994 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9995 if (rsurface.batchtexcoordlightmap2f)
9996 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
9998 case Q3TCGEN_VECTOR:
9999 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10000 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10001 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10002 for (j = 0;j < batchnumvertices;j++)
10004 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
10005 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
10008 case Q3TCGEN_ENVIRONMENT:
10009 // make environment reflections using a spheremap
10010 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10011 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10012 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10013 for (j = 0;j < batchnumvertices;j++)
10015 // identical to Q3A's method, but executed in worldspace so
10016 // carried models can be shiny too
10018 float viewer[3], d, reflected[3], worldreflected[3];
10020 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10021 // VectorNormalize(viewer);
10023 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10025 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10026 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10027 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10028 // note: this is proportinal to viewer, so we can normalize later
10030 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10031 VectorNormalize(worldreflected);
10033 // note: this sphere map only uses world x and z!
10034 // so positive and negative y will LOOK THE SAME.
10035 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10036 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10040 // the only tcmod that needs software vertex processing is turbulent, so
10041 // check for it here and apply the changes if needed
10042 // and we only support that as the first one
10043 // (handling a mixture of turbulent and other tcmods would be problematic
10044 // without punting it entirely to a software path)
10045 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10047 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
10048 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
10049 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10050 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10051 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10052 for (j = 0;j < batchnumvertices;j++)
10054 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);
10055 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10060 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10062 // convert the modified arrays to vertex structs
10063 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10064 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10065 // rsurface.batchvertexmesh_bufferoffset = 0;
10066 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10067 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10068 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10069 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10070 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10071 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10072 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10074 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10076 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10077 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10080 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10081 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10082 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10083 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10084 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10085 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10086 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10087 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10088 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10089 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10091 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10093 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10094 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10099 // upload buffer data for the dynamic batch
10100 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10102 if (rsurface.batchvertexmesh)
10103 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10106 if (rsurface.batchvertex3f)
10107 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10108 if (rsurface.batchsvector3f)
10109 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10110 if (rsurface.batchtvector3f)
10111 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10112 if (rsurface.batchnormal3f)
10113 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10114 if (rsurface.batchlightmapcolor4f)
10115 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10116 if (rsurface.batchtexcoordtexture2f)
10117 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10118 if (rsurface.batchtexcoordlightmap2f)
10119 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10120 if (rsurface.batchskeletalindex4ub)
10121 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10122 if (rsurface.batchskeletalweight4ub)
10123 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10125 if (rsurface.batchelement3s)
10126 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10127 else if (rsurface.batchelement3i)
10128 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10132 void RSurf_DrawBatch(void)
10134 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10135 // through the pipeline, killing it earlier in the pipeline would have
10136 // per-surface overhead rather than per-batch overhead, so it's best to
10137 // reject it here, before it hits glDraw.
10138 if (rsurface.batchnumtriangles == 0)
10141 // batch debugging code
10142 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10148 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10149 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10152 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10154 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10156 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10157 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);
10164 if (rsurface.batchmultidraw)
10166 // issue multiple draws rather than copying index data
10167 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10168 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10169 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10170 for (i = 0;i < numsurfaces;)
10172 // combine consecutive surfaces as one draw
10173 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10174 if (surfacelist[j] != surfacelist[k] + 1)
10176 firstvertex = surfacelist[i]->num_firstvertex;
10177 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10178 firsttriangle = surfacelist[i]->num_firsttriangle;
10179 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10180 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10186 // there is only one consecutive run of index data (may have been combined)
10187 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);
10191 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10193 // pick the closest matching water plane
10194 int planeindex, vertexindex, bestplaneindex = -1;
10198 r_waterstate_waterplane_t *p;
10199 qboolean prepared = false;
10201 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10203 if(p->camera_entity != rsurface.texture->camera_entity)
10208 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10210 if(rsurface.batchnumvertices == 0)
10213 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10215 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10216 d += fabs(PlaneDiff(vert, &p->plane));
10218 if (bestd > d || bestplaneindex < 0)
10221 bestplaneindex = planeindex;
10224 return bestplaneindex;
10225 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10226 // this situation though, as it might be better to render single larger
10227 // batches with useless stuff (backface culled for example) than to
10228 // render multiple smaller batches
10231 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10234 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10235 rsurface.passcolor4f_vertexbuffer = 0;
10236 rsurface.passcolor4f_bufferoffset = 0;
10237 for (i = 0;i < rsurface.batchnumvertices;i++)
10238 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10241 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10248 if (rsurface.passcolor4f)
10250 // generate color arrays
10251 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10252 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10253 rsurface.passcolor4f_vertexbuffer = 0;
10254 rsurface.passcolor4f_bufferoffset = 0;
10255 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)
10257 f = RSurf_FogVertex(v);
10266 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10267 rsurface.passcolor4f_vertexbuffer = 0;
10268 rsurface.passcolor4f_bufferoffset = 0;
10269 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10271 f = RSurf_FogVertex(v);
10280 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10287 if (!rsurface.passcolor4f)
10289 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10290 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10291 rsurface.passcolor4f_vertexbuffer = 0;
10292 rsurface.passcolor4f_bufferoffset = 0;
10293 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)
10295 f = RSurf_FogVertex(v);
10296 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10297 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10298 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10303 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10308 if (!rsurface.passcolor4f)
10310 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10311 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10312 rsurface.passcolor4f_vertexbuffer = 0;
10313 rsurface.passcolor4f_bufferoffset = 0;
10314 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10323 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10328 if (!rsurface.passcolor4f)
10330 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10331 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10332 rsurface.passcolor4f_vertexbuffer = 0;
10333 rsurface.passcolor4f_bufferoffset = 0;
10334 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10336 c2[0] = c[0] + rsurface.texture->render_lightmap_ambient[0];
10337 c2[1] = c[1] + rsurface.texture->render_lightmap_ambient[1];
10338 c2[2] = c[2] + rsurface.texture->render_lightmap_ambient[2];
10343 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10346 rsurface.passcolor4f = NULL;
10347 rsurface.passcolor4f_vertexbuffer = 0;
10348 rsurface.passcolor4f_bufferoffset = 0;
10349 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10350 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10351 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10352 GL_Color(r, g, b, a);
10353 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10354 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10355 R_Mesh_TexMatrix(0, NULL);
10359 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10361 // TODO: optimize applyfog && applycolor case
10362 // just apply fog if necessary, and tint the fog color array if necessary
10363 rsurface.passcolor4f = NULL;
10364 rsurface.passcolor4f_vertexbuffer = 0;
10365 rsurface.passcolor4f_bufferoffset = 0;
10366 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10367 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10368 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10369 GL_Color(r, g, b, a);
10373 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10376 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10377 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10378 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10379 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10380 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10381 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10382 GL_Color(r, g, b, a);
10386 static void RSurf_DrawBatch_GL11_ClampColor(void)
10391 if (!rsurface.passcolor4f)
10393 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10395 c2[0] = bound(0.0f, c1[0], 1.0f);
10396 c2[1] = bound(0.0f, c1[1], 1.0f);
10397 c2[2] = bound(0.0f, c1[2], 1.0f);
10398 c2[3] = bound(0.0f, c1[3], 1.0f);
10402 static void RSurf_DrawBatch_GL11_ApplyFakeLight(float fakelightintensity)
10412 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10413 rsurface.passcolor4f_vertexbuffer = 0;
10414 rsurface.passcolor4f_bufferoffset = 0;
10415 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)
10417 f = -DotProduct(r_refdef.view.forward, n);
10419 f = f * 0.85 + 0.15; // work around so stuff won't get black
10420 f *= fakelightintensity;
10421 Vector4Set(c, f, f, f, 1);
10425 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10427 RSurf_DrawBatch_GL11_ApplyFakeLight(r_refdef.scene.lightmapintensity * r_fakelight_intensity.value);
10428 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10429 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10430 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10431 GL_Color(r, g, b, a);
10435 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, float lightmapintensity, qboolean *applycolor)
10443 vec3_t ambientcolor;
10444 vec3_t diffusecolor;
10448 VectorCopy(rsurface.texture->render_modellight_lightdir, lightdir);
10449 f = 0.5f * lightmapintensity;
10450 ambientcolor[0] = rsurface.texture->render_modellight_ambient[0] * *r * f;
10451 ambientcolor[1] = rsurface.texture->render_modellight_ambient[1] * *g * f;
10452 ambientcolor[2] = rsurface.texture->render_modellight_ambient[2] * *b * f;
10453 diffusecolor[0] = rsurface.texture->render_modellight_diffuse[0] * *r * f;
10454 diffusecolor[1] = rsurface.texture->render_modellight_diffuse[1] * *g * f;
10455 diffusecolor[2] = rsurface.texture->render_modellight_diffuse[2] * *b * f;
10457 if (VectorLength2(diffusecolor) > 0)
10459 // q3-style directional shading
10460 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10461 rsurface.passcolor4f_vertexbuffer = 0;
10462 rsurface.passcolor4f_bufferoffset = 0;
10463 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)
10465 if ((f = DotProduct(n, lightdir)) > 0)
10466 VectorMA(ambientcolor, f, diffusecolor, c);
10468 VectorCopy(ambientcolor, c);
10475 *applycolor = false;
10479 *r = ambientcolor[0];
10480 *g = ambientcolor[1];
10481 *b = ambientcolor[2];
10482 rsurface.passcolor4f = NULL;
10483 rsurface.passcolor4f_vertexbuffer = 0;
10484 rsurface.passcolor4f_bufferoffset = 0;
10488 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10490 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, r_refdef.scene.lightmapintensity, &applycolor);
10491 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10492 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10493 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10494 GL_Color(r, g, b, a);
10498 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10506 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10507 rsurface.passcolor4f_vertexbuffer = 0;
10508 rsurface.passcolor4f_bufferoffset = 0;
10510 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10512 f = 1 - RSurf_FogVertex(v);
10520 void RSurf_SetupDepthAndCulling(void)
10522 // submodels are biased to avoid z-fighting with world surfaces that they
10523 // may be exactly overlapping (avoids z-fighting artifacts on certain
10524 // doors and things in Quake maps)
10525 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10526 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10527 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10528 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10531 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10534 // transparent sky would be ridiculous
10535 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10537 R_SetupShader_Generic_NoTexture(false, false);
10538 skyrenderlater = true;
10539 RSurf_SetupDepthAndCulling();
10540 GL_DepthMask(true);
10542 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
10543 if (r_sky_scissor.integer)
10545 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10546 for (i = 0; i < texturenumsurfaces; i++)
10548 const msurface_t *surf = texturesurfacelist[i];
10551 float mins[3], maxs[3];
10553 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
10555 Matrix4x4_Transform(&rsurface.matrix, v, p);
10558 if (mins[0] > p[0]) mins[0] = p[0];
10559 if (mins[1] > p[1]) mins[1] = p[1];
10560 if (mins[2] > p[2]) mins[2] = p[2];
10561 if (maxs[0] < p[0]) maxs[0] = p[0];
10562 if (maxs[1] < p[1]) maxs[1] = p[1];
10563 if (maxs[2] < p[2]) maxs[2] = p[2];
10567 VectorCopy(p, mins);
10568 VectorCopy(p, maxs);
10571 if (!R_ScissorForBBox(mins, maxs, scissor))
10575 if (skyscissor[0] > scissor[0])
10577 skyscissor[2] += skyscissor[0] - scissor[0];
10578 skyscissor[0] = scissor[0];
10580 if (skyscissor[1] > scissor[1])
10582 skyscissor[3] += skyscissor[1] - scissor[1];
10583 skyscissor[1] = scissor[1];
10585 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
10586 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
10587 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
10588 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
10591 Vector4Copy(scissor, skyscissor);
10596 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
10597 // skymasking on them, and Quake3 never did sky masking (unlike
10598 // software Quake and software Quake2), so disable the sky masking
10599 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10600 // and skymasking also looks very bad when noclipping outside the
10601 // level, so don't use it then either.
10602 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10604 R_Mesh_ResetTextureState();
10605 if (skyrendermasked)
10607 R_SetupShader_DepthOrShadow(false, false, false);
10608 // depth-only (masking)
10609 GL_ColorMask(0, 0, 0, 0);
10610 // just to make sure that braindead drivers don't draw
10611 // anything despite that colormask...
10612 GL_BlendFunc(GL_ZERO, GL_ONE);
10613 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10614 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10618 R_SetupShader_Generic_NoTexture(false, false);
10620 GL_BlendFunc(GL_ONE, GL_ZERO);
10621 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10622 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10623 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10626 if (skyrendermasked)
10627 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10629 R_Mesh_ResetTextureState();
10630 GL_Color(1, 1, 1, 1);
10633 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10634 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10635 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10637 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10641 // render screenspace normalmap to texture
10642 GL_DepthMask(true);
10643 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10648 // bind lightmap texture
10650 // water/refraction/reflection/camera surfaces have to be handled specially
10651 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10653 int start, end, startplaneindex;
10654 for (start = 0;start < texturenumsurfaces;start = end)
10656 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10657 if(startplaneindex < 0)
10659 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10660 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10664 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10666 // now that we have a batch using the same planeindex, render it
10667 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10669 // render water or distortion background
10670 GL_DepthMask(true);
10671 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10673 // blend surface on top
10674 GL_DepthMask(false);
10675 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10678 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10680 // render surface with reflection texture as input
10681 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10682 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10689 // render surface batch normally
10690 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10691 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10695 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10697 // OpenGL 1.3 path - anything not completely ancient
10698 qboolean applycolor;
10701 const texturelayer_t *layer;
10702 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10703 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10705 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10708 int layertexrgbscale;
10709 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10711 if (layerindex == 0)
10712 GL_AlphaTest(true);
10715 GL_AlphaTest(false);
10716 GL_DepthFunc(GL_EQUAL);
10719 GL_DepthMask(layer->depthmask && writedepth);
10720 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10721 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10723 layertexrgbscale = 4;
10724 VectorScale(layer->color, 0.25f, layercolor);
10726 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10728 layertexrgbscale = 2;
10729 VectorScale(layer->color, 0.5f, layercolor);
10733 layertexrgbscale = 1;
10734 VectorScale(layer->color, 1.0f, layercolor);
10736 layercolor[3] = layer->color[3];
10737 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10738 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10739 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10740 switch (layer->type)
10742 case TEXTURELAYERTYPE_LITTEXTURE:
10743 // single-pass lightmapped texture with 2x rgbscale
10744 R_Mesh_TexBind(0, r_texture_white);
10745 R_Mesh_TexMatrix(0, NULL);
10746 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10747 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10748 R_Mesh_TexBind(1, layer->texture);
10749 R_Mesh_TexMatrix(1, &layer->texmatrix);
10750 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10751 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10752 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10753 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10754 else if (FAKELIGHT_ENABLED)
10755 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10756 else if (rsurface.uselightmaptexture)
10757 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10759 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10761 case TEXTURELAYERTYPE_TEXTURE:
10762 // singletexture unlit texture with transparency support
10763 R_Mesh_TexBind(0, layer->texture);
10764 R_Mesh_TexMatrix(0, &layer->texmatrix);
10765 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10766 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10767 R_Mesh_TexBind(1, 0);
10768 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10769 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10771 case TEXTURELAYERTYPE_FOG:
10772 // singletexture fogging
10773 if (layer->texture)
10775 R_Mesh_TexBind(0, layer->texture);
10776 R_Mesh_TexMatrix(0, &layer->texmatrix);
10777 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10778 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10782 R_Mesh_TexBind(0, 0);
10783 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10785 R_Mesh_TexBind(1, 0);
10786 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10787 // generate a color array for the fog pass
10788 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10789 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10793 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10796 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10798 GL_DepthFunc(GL_LEQUAL);
10799 GL_AlphaTest(false);
10803 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10805 // OpenGL 1.1 - crusty old voodoo path
10808 const texturelayer_t *layer;
10809 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10810 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10812 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10814 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10816 if (layerindex == 0)
10817 GL_AlphaTest(true);
10820 GL_AlphaTest(false);
10821 GL_DepthFunc(GL_EQUAL);
10824 GL_DepthMask(layer->depthmask && writedepth);
10825 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10826 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10827 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10828 switch (layer->type)
10830 case TEXTURELAYERTYPE_LITTEXTURE:
10831 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10833 // two-pass lit texture with 2x rgbscale
10834 // first the lightmap pass
10835 R_Mesh_TexBind(0, r_texture_white);
10836 R_Mesh_TexMatrix(0, NULL);
10837 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10838 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10839 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10840 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10841 else if (FAKELIGHT_ENABLED)
10842 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10843 else if (rsurface.uselightmaptexture)
10844 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10846 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10847 // then apply the texture to it
10848 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10849 R_Mesh_TexBind(0, layer->texture);
10850 R_Mesh_TexMatrix(0, &layer->texmatrix);
10851 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10852 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10853 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);
10857 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10858 R_Mesh_TexBind(0, layer->texture);
10859 R_Mesh_TexMatrix(0, &layer->texmatrix);
10860 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10861 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10862 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10863 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);
10864 else if (FAKELIGHT_ENABLED)
10865 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10867 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);
10870 case TEXTURELAYERTYPE_TEXTURE:
10871 // singletexture unlit texture with transparency support
10872 R_Mesh_TexBind(0, layer->texture);
10873 R_Mesh_TexMatrix(0, &layer->texmatrix);
10874 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10875 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10876 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);
10878 case TEXTURELAYERTYPE_FOG:
10879 // singletexture fogging
10880 if (layer->texture)
10882 R_Mesh_TexBind(0, layer->texture);
10883 R_Mesh_TexMatrix(0, &layer->texmatrix);
10884 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10885 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10889 R_Mesh_TexBind(0, 0);
10890 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10892 // generate a color array for the fog pass
10893 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10894 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10898 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10901 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10903 GL_DepthFunc(GL_LEQUAL);
10904 GL_AlphaTest(false);
10908 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10912 r_vertexgeneric_t *batchvertex;
10914 texture_t *t = rsurface.texture;
10916 // R_Mesh_ResetTextureState();
10917 R_SetupShader_Generic_NoTexture(false, false);
10919 if(t && t->currentskinframe)
10921 memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
10922 c[3] *= t->currentalpha;
10932 if (t->pantstexture || t->shirttexture)
10934 c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
10935 c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
10936 c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
10939 // brighten it up (as texture value 127 means "unlit")
10940 c[0] *= 2 * r_refdef.view.colorscale;
10941 c[1] *= 2 * r_refdef.view.colorscale;
10942 c[2] *= 2 * r_refdef.view.colorscale;
10944 if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10945 c[3] *= r_wateralpha.value;
10947 if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10949 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10950 GL_DepthMask(false);
10952 else if(t->currentmaterialflags & MATERIALFLAG_ADD)
10954 GL_BlendFunc(GL_ONE, GL_ONE);
10955 GL_DepthMask(false);
10957 else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10959 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10960 GL_DepthMask(false);
10962 else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10964 GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
10965 GL_DepthMask(false);
10969 GL_BlendFunc(GL_ONE, GL_ZERO);
10970 GL_DepthMask(writedepth);
10973 if (r_showsurfaces.integer == 3)
10975 rsurface.passcolor4f = NULL;
10977 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10979 qboolean applycolor = true;
10982 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10984 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, 1.0f, &applycolor);
10986 else if (FAKELIGHT_ENABLED)
10988 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10990 RSurf_DrawBatch_GL11_ApplyFakeLight(r_fakelight_intensity.value);
10994 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10996 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10997 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10998 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10999 RSurf_DrawBatch_GL11_ApplyAmbient();
11002 if(!rsurface.passcolor4f)
11003 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11005 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11006 if(r_refdef.fogenabled)
11007 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11008 RSurf_DrawBatch_GL11_ClampColor();
11010 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11011 R_SetupShader_Generic_NoTexture(false, false);
11014 else if (!r_refdef.view.showdebug)
11016 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11017 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11018 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11020 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11021 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11023 R_Mesh_PrepareVertices_Generic_Unlock();
11026 else if (r_showsurfaces.integer == 4)
11028 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11029 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11030 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11032 unsigned char d = (vi << 3) * (1.0f / 256.0f);
11033 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11034 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
11036 R_Mesh_PrepareVertices_Generic_Unlock();
11039 else if (r_showsurfaces.integer == 2)
11042 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11043 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11044 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11046 unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11047 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11048 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11049 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11050 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
11051 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
11052 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
11054 R_Mesh_PrepareVertices_Generic_Unlock();
11055 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11059 int texturesurfaceindex;
11061 const msurface_t *surface;
11062 float surfacecolor4f[4];
11063 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11064 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11066 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11068 surface = texturesurfacelist[texturesurfaceindex];
11069 k = (int)(((size_t)surface) / sizeof(msurface_t));
11070 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11071 for (j = 0;j < surface->num_vertices;j++)
11073 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11074 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11078 R_Mesh_PrepareVertices_Generic_Unlock();
11083 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11086 RSurf_SetupDepthAndCulling();
11087 if (r_showsurfaces.integer)
11089 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11092 switch (vid.renderpath)
11094 case RENDERPATH_GL20:
11095 case RENDERPATH_D3D9:
11096 case RENDERPATH_D3D10:
11097 case RENDERPATH_D3D11:
11098 case RENDERPATH_SOFT:
11099 case RENDERPATH_GLES2:
11100 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11102 case RENDERPATH_GL13:
11103 case RENDERPATH_GLES1:
11104 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11106 case RENDERPATH_GL11:
11107 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11113 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11116 int texturenumsurfaces, endsurface;
11117 texture_t *texture;
11118 const msurface_t *surface;
11119 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11121 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11122 RSurf_ActiveModelEntity(ent, false, false, false);
11125 switch (vid.renderpath)
11127 case RENDERPATH_GL20:
11128 case RENDERPATH_D3D9:
11129 case RENDERPATH_D3D10:
11130 case RENDERPATH_D3D11:
11131 case RENDERPATH_SOFT:
11132 case RENDERPATH_GLES2:
11133 RSurf_ActiveModelEntity(ent, true, true, false);
11135 case RENDERPATH_GL11:
11136 case RENDERPATH_GL13:
11137 case RENDERPATH_GLES1:
11138 RSurf_ActiveModelEntity(ent, true, false, false);
11143 if (r_transparentdepthmasking.integer)
11145 qboolean setup = false;
11146 for (i = 0;i < numsurfaces;i = j)
11149 surface = rsurface.modelsurfaces + surfacelist[i];
11150 texture = surface->texture;
11151 rsurface.texture = R_GetCurrentTexture(texture);
11152 rsurface.lightmaptexture = NULL;
11153 rsurface.deluxemaptexture = NULL;
11154 rsurface.uselightmaptexture = false;
11155 // scan ahead until we find a different texture
11156 endsurface = min(i + 1024, numsurfaces);
11157 texturenumsurfaces = 0;
11158 texturesurfacelist[texturenumsurfaces++] = surface;
11159 for (;j < endsurface;j++)
11161 surface = rsurface.modelsurfaces + surfacelist[j];
11162 if (texture != surface->texture)
11164 texturesurfacelist[texturenumsurfaces++] = surface;
11166 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11168 // render the range of surfaces as depth
11172 GL_ColorMask(0,0,0,0);
11174 GL_DepthTest(true);
11175 GL_BlendFunc(GL_ONE, GL_ZERO);
11176 GL_DepthMask(true);
11177 // R_Mesh_ResetTextureState();
11179 RSurf_SetupDepthAndCulling();
11180 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11181 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11182 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11186 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11189 for (i = 0;i < numsurfaces;i = j)
11192 surface = rsurface.modelsurfaces + surfacelist[i];
11193 texture = surface->texture;
11194 rsurface.texture = R_GetCurrentTexture(texture);
11195 // scan ahead until we find a different texture
11196 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11197 texturenumsurfaces = 0;
11198 texturesurfacelist[texturenumsurfaces++] = surface;
11199 if(FAKELIGHT_ENABLED)
11201 rsurface.lightmaptexture = NULL;
11202 rsurface.deluxemaptexture = NULL;
11203 rsurface.uselightmaptexture = false;
11204 for (;j < endsurface;j++)
11206 surface = rsurface.modelsurfaces + surfacelist[j];
11207 if (texture != surface->texture)
11209 texturesurfacelist[texturenumsurfaces++] = surface;
11214 rsurface.lightmaptexture = surface->lightmaptexture;
11215 rsurface.deluxemaptexture = surface->deluxemaptexture;
11216 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11217 for (;j < endsurface;j++)
11219 surface = rsurface.modelsurfaces + surfacelist[j];
11220 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11222 texturesurfacelist[texturenumsurfaces++] = surface;
11225 // render the range of surfaces
11226 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11228 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
11231 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11233 // transparent surfaces get pushed off into the transparent queue
11234 int surfacelistindex;
11235 const msurface_t *surface;
11236 vec3_t tempcenter, center;
11237 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11239 surface = texturesurfacelist[surfacelistindex];
11240 if (r_transparent_sortsurfacesbynearest.integer)
11242 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11243 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11244 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11248 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11249 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11250 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11252 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11253 if (rsurface.entity->transparent_offset) // transparent offset
11255 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11256 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11257 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11259 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11263 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11265 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11267 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11269 RSurf_SetupDepthAndCulling();
11270 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11271 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11272 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11276 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11280 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11283 if (!rsurface.texture->currentnumlayers)
11285 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11286 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11288 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11290 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11291 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11292 else if (!rsurface.texture->currentnumlayers)
11294 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11296 // in the deferred case, transparent surfaces were queued during prepass
11297 if (!r_shadow_usingdeferredprepass)
11298 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11302 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11303 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11308 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11311 texture_t *texture;
11312 R_FrameData_SetMark();
11313 // break the surface list down into batches by texture and use of lightmapping
11314 for (i = 0;i < numsurfaces;i = j)
11317 // texture is the base texture pointer, rsurface.texture is the
11318 // current frame/skin the texture is directing us to use (for example
11319 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11320 // use skin 1 instead)
11321 texture = surfacelist[i]->texture;
11322 rsurface.texture = R_GetCurrentTexture(texture);
11323 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11325 // if this texture is not the kind we want, skip ahead to the next one
11326 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11330 if(FAKELIGHT_ENABLED || depthonly || prepass)
11332 rsurface.lightmaptexture = NULL;
11333 rsurface.deluxemaptexture = NULL;
11334 rsurface.uselightmaptexture = false;
11335 // simply scan ahead until we find a different texture or lightmap state
11336 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11341 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11342 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11343 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11344 // simply scan ahead until we find a different texture or lightmap state
11345 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11348 // render the range of surfaces
11349 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11351 R_FrameData_ReturnToMark();
11354 float locboxvertex3f[6*4*3] =
11356 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11357 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11358 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11359 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11360 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11361 1,0,0, 0,0,0, 0,1,0, 1,1,0
11364 unsigned short locboxelements[6*2*3] =
11369 12,13,14, 12,14,15,
11370 16,17,18, 16,18,19,
11374 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11377 cl_locnode_t *loc = (cl_locnode_t *)ent;
11379 float vertex3f[6*4*3];
11381 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11382 GL_DepthMask(false);
11383 GL_DepthRange(0, 1);
11384 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11385 GL_DepthTest(true);
11386 GL_CullFace(GL_NONE);
11387 R_EntityMatrix(&identitymatrix);
11389 // R_Mesh_ResetTextureState();
11391 i = surfacelist[0];
11392 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11393 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11394 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11395 surfacelist[0] < 0 ? 0.5f : 0.125f);
11397 if (VectorCompare(loc->mins, loc->maxs))
11399 VectorSet(size, 2, 2, 2);
11400 VectorMA(loc->mins, -0.5f, size, mins);
11404 VectorCopy(loc->mins, mins);
11405 VectorSubtract(loc->maxs, loc->mins, size);
11408 for (i = 0;i < 6*4*3;)
11409 for (j = 0;j < 3;j++, i++)
11410 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11412 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11413 R_SetupShader_Generic_NoTexture(false, false);
11414 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11417 void R_DrawLocs(void)
11420 cl_locnode_t *loc, *nearestloc;
11422 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11423 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11425 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11426 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11430 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11432 if (decalsystem->decals)
11433 Mem_Free(decalsystem->decals);
11434 memset(decalsystem, 0, sizeof(*decalsystem));
11437 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
11440 tridecal_t *decals;
11443 // expand or initialize the system
11444 if (decalsystem->maxdecals <= decalsystem->numdecals)
11446 decalsystem_t old = *decalsystem;
11447 qboolean useshortelements;
11448 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11449 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11450 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)));
11451 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11452 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11453 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11454 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11455 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11456 if (decalsystem->numdecals)
11457 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11459 Mem_Free(old.decals);
11460 for (i = 0;i < decalsystem->maxdecals*3;i++)
11461 decalsystem->element3i[i] = i;
11462 if (useshortelements)
11463 for (i = 0;i < decalsystem->maxdecals*3;i++)
11464 decalsystem->element3s[i] = i;
11467 // grab a decal and search for another free slot for the next one
11468 decals = decalsystem->decals;
11469 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11470 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11472 decalsystem->freedecal = i;
11473 if (decalsystem->numdecals <= i)
11474 decalsystem->numdecals = i + 1;
11476 // initialize the decal
11478 decal->triangleindex = triangleindex;
11479 decal->surfaceindex = surfaceindex;
11480 decal->decalsequence = decalsequence;
11481 decal->color4f[0][0] = c0[0];
11482 decal->color4f[0][1] = c0[1];
11483 decal->color4f[0][2] = c0[2];
11484 decal->color4f[0][3] = 1;
11485 decal->color4f[1][0] = c1[0];
11486 decal->color4f[1][1] = c1[1];
11487 decal->color4f[1][2] = c1[2];
11488 decal->color4f[1][3] = 1;
11489 decal->color4f[2][0] = c2[0];
11490 decal->color4f[2][1] = c2[1];
11491 decal->color4f[2][2] = c2[2];
11492 decal->color4f[2][3] = 1;
11493 decal->vertex3f[0][0] = v0[0];
11494 decal->vertex3f[0][1] = v0[1];
11495 decal->vertex3f[0][2] = v0[2];
11496 decal->vertex3f[1][0] = v1[0];
11497 decal->vertex3f[1][1] = v1[1];
11498 decal->vertex3f[1][2] = v1[2];
11499 decal->vertex3f[2][0] = v2[0];
11500 decal->vertex3f[2][1] = v2[1];
11501 decal->vertex3f[2][2] = v2[2];
11502 decal->texcoord2f[0][0] = t0[0];
11503 decal->texcoord2f[0][1] = t0[1];
11504 decal->texcoord2f[1][0] = t1[0];
11505 decal->texcoord2f[1][1] = t1[1];
11506 decal->texcoord2f[2][0] = t2[0];
11507 decal->texcoord2f[2][1] = t2[1];
11508 TriangleNormal(v0, v1, v2, decal->plane);
11509 VectorNormalize(decal->plane);
11510 decal->plane[3] = DotProduct(v0, decal->plane);
11513 extern cvar_t cl_decals_bias;
11514 extern cvar_t cl_decals_models;
11515 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11516 // baseparms, parms, temps
11517 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11522 const float *vertex3f;
11523 const float *normal3f;
11525 float points[2][9][3];
11532 e = rsurface.modelelement3i + 3*triangleindex;
11534 vertex3f = rsurface.modelvertex3f;
11535 normal3f = rsurface.modelnormal3f;
11539 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11541 index = 3*e[cornerindex];
11542 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11547 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11549 index = 3*e[cornerindex];
11550 VectorCopy(vertex3f + index, v[cornerindex]);
11555 //TriangleNormal(v[0], v[1], v[2], normal);
11556 //if (DotProduct(normal, localnormal) < 0.0f)
11558 // clip by each of the box planes formed from the projection matrix
11559 // if anything survives, we emit the decal
11560 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]);
11563 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]);
11566 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]);
11569 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]);
11572 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]);
11575 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]);
11578 // some part of the triangle survived, so we have to accept it...
11581 // dynamic always uses the original triangle
11583 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11585 index = 3*e[cornerindex];
11586 VectorCopy(vertex3f + index, v[cornerindex]);
11589 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11591 // convert vertex positions to texcoords
11592 Matrix4x4_Transform(projection, v[cornerindex], temp);
11593 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11594 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11595 // calculate distance fade from the projection origin
11596 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11597 f = bound(0.0f, f, 1.0f);
11598 c[cornerindex][0] = r * f;
11599 c[cornerindex][1] = g * f;
11600 c[cornerindex][2] = b * f;
11601 c[cornerindex][3] = 1.0f;
11602 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11605 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);
11607 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11608 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);
11610 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11612 matrix4x4_t projection;
11613 decalsystem_t *decalsystem;
11616 const msurface_t *surface;
11617 const msurface_t *surfaces;
11618 const int *surfacelist;
11619 const texture_t *texture;
11621 int numsurfacelist;
11622 int surfacelistindex;
11625 float localorigin[3];
11626 float localnormal[3];
11627 float localmins[3];
11628 float localmaxs[3];
11631 float planes[6][4];
11634 int bih_triangles_count;
11635 int bih_triangles[256];
11636 int bih_surfaces[256];
11638 decalsystem = &ent->decalsystem;
11639 model = ent->model;
11640 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11642 R_DecalSystem_Reset(&ent->decalsystem);
11646 if (!model->brush.data_leafs && !cl_decals_models.integer)
11648 if (decalsystem->model)
11649 R_DecalSystem_Reset(decalsystem);
11653 if (decalsystem->model != model)
11654 R_DecalSystem_Reset(decalsystem);
11655 decalsystem->model = model;
11657 RSurf_ActiveModelEntity(ent, true, false, false);
11659 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11660 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11661 VectorNormalize(localnormal);
11662 localsize = worldsize*rsurface.inversematrixscale;
11663 localmins[0] = localorigin[0] - localsize;
11664 localmins[1] = localorigin[1] - localsize;
11665 localmins[2] = localorigin[2] - localsize;
11666 localmaxs[0] = localorigin[0] + localsize;
11667 localmaxs[1] = localorigin[1] + localsize;
11668 localmaxs[2] = localorigin[2] + localsize;
11670 //VectorCopy(localnormal, planes[4]);
11671 //VectorVectors(planes[4], planes[2], planes[0]);
11672 AnglesFromVectors(angles, localnormal, NULL, false);
11673 AngleVectors(angles, planes[0], planes[2], planes[4]);
11674 VectorNegate(planes[0], planes[1]);
11675 VectorNegate(planes[2], planes[3]);
11676 VectorNegate(planes[4], planes[5]);
11677 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11678 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11679 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11680 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11681 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11682 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11687 matrix4x4_t forwardprojection;
11688 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11689 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11694 float projectionvector[4][3];
11695 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11696 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11697 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11698 projectionvector[0][0] = planes[0][0] * ilocalsize;
11699 projectionvector[0][1] = planes[1][0] * ilocalsize;
11700 projectionvector[0][2] = planes[2][0] * ilocalsize;
11701 projectionvector[1][0] = planes[0][1] * ilocalsize;
11702 projectionvector[1][1] = planes[1][1] * ilocalsize;
11703 projectionvector[1][2] = planes[2][1] * ilocalsize;
11704 projectionvector[2][0] = planes[0][2] * ilocalsize;
11705 projectionvector[2][1] = planes[1][2] * ilocalsize;
11706 projectionvector[2][2] = planes[2][2] * ilocalsize;
11707 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11708 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11709 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11710 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11714 dynamic = model->surfmesh.isanimated;
11715 numsurfacelist = model->nummodelsurfaces;
11716 surfacelist = model->sortedmodelsurfaces;
11717 surfaces = model->data_surfaces;
11720 bih_triangles_count = -1;
11723 if(model->render_bih.numleafs)
11724 bih = &model->render_bih;
11725 else if(model->collision_bih.numleafs)
11726 bih = &model->collision_bih;
11729 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11730 if(bih_triangles_count == 0)
11732 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11734 if(bih_triangles_count > 0)
11736 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11738 surfaceindex = bih_surfaces[triangleindex];
11739 surface = surfaces + surfaceindex;
11740 texture = surface->texture;
11741 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11743 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11745 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11750 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11752 surfaceindex = surfacelist[surfacelistindex];
11753 surface = surfaces + surfaceindex;
11754 // check cull box first because it rejects more than any other check
11755 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11757 // skip transparent surfaces
11758 texture = surface->texture;
11759 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11761 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11763 numtriangles = surface->num_triangles;
11764 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11765 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11770 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11771 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11773 int renderentityindex;
11774 float worldmins[3];
11775 float worldmaxs[3];
11776 entity_render_t *ent;
11778 if (!cl_decals_newsystem.integer)
11781 worldmins[0] = worldorigin[0] - worldsize;
11782 worldmins[1] = worldorigin[1] - worldsize;
11783 worldmins[2] = worldorigin[2] - worldsize;
11784 worldmaxs[0] = worldorigin[0] + worldsize;
11785 worldmaxs[1] = worldorigin[1] + worldsize;
11786 worldmaxs[2] = worldorigin[2] + worldsize;
11788 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11790 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11792 ent = r_refdef.scene.entities[renderentityindex];
11793 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11796 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11800 typedef struct r_decalsystem_splatqueue_s
11802 vec3_t worldorigin;
11803 vec3_t worldnormal;
11807 unsigned int decalsequence;
11809 r_decalsystem_splatqueue_t;
11811 int r_decalsystem_numqueued = 0;
11812 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11814 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)
11816 r_decalsystem_splatqueue_t *queue;
11818 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11821 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11822 VectorCopy(worldorigin, queue->worldorigin);
11823 VectorCopy(worldnormal, queue->worldnormal);
11824 Vector4Set(queue->color, r, g, b, a);
11825 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11826 queue->worldsize = worldsize;
11827 queue->decalsequence = cl.decalsequence++;
11830 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11833 r_decalsystem_splatqueue_t *queue;
11835 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11836 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);
11837 r_decalsystem_numqueued = 0;
11840 extern cvar_t cl_decals_max;
11841 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11844 decalsystem_t *decalsystem = &ent->decalsystem;
11846 unsigned int killsequence;
11851 if (!decalsystem->numdecals)
11854 if (r_showsurfaces.integer)
11857 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11859 R_DecalSystem_Reset(decalsystem);
11863 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
11864 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11866 if (decalsystem->lastupdatetime)
11867 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11870 decalsystem->lastupdatetime = r_refdef.scene.time;
11871 numdecals = decalsystem->numdecals;
11873 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11875 if (decal->color4f[0][3])
11877 decal->lived += frametime;
11878 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
11880 memset(decal, 0, sizeof(*decal));
11881 if (decalsystem->freedecal > i)
11882 decalsystem->freedecal = i;
11886 decal = decalsystem->decals;
11887 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11890 // collapse the array by shuffling the tail decals into the gaps
11893 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11894 decalsystem->freedecal++;
11895 if (decalsystem->freedecal == numdecals)
11897 decal[decalsystem->freedecal] = decal[--numdecals];
11900 decalsystem->numdecals = numdecals;
11902 if (numdecals <= 0)
11904 // if there are no decals left, reset decalsystem
11905 R_DecalSystem_Reset(decalsystem);
11909 extern skinframe_t *decalskinframe;
11910 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11913 decalsystem_t *decalsystem = &ent->decalsystem;
11922 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11925 numdecals = decalsystem->numdecals;
11929 if (r_showsurfaces.integer)
11932 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11934 R_DecalSystem_Reset(decalsystem);
11938 // if the model is static it doesn't matter what value we give for
11939 // wantnormals and wanttangents, so this logic uses only rules applicable
11940 // to a model, knowing that they are meaningless otherwise
11941 RSurf_ActiveModelEntity(ent, false, false, false);
11943 decalsystem->lastupdatetime = r_refdef.scene.time;
11945 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11947 // update vertex positions for animated models
11948 v3f = decalsystem->vertex3f;
11949 c4f = decalsystem->color4f;
11950 t2f = decalsystem->texcoord2f;
11951 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11953 if (!decal->color4f[0][3])
11956 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11960 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11963 // update color values for fading decals
11964 if (decal->lived >= cl_decals_time.value)
11965 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11969 c4f[ 0] = decal->color4f[0][0] * alpha;
11970 c4f[ 1] = decal->color4f[0][1] * alpha;
11971 c4f[ 2] = decal->color4f[0][2] * alpha;
11973 c4f[ 4] = decal->color4f[1][0] * alpha;
11974 c4f[ 5] = decal->color4f[1][1] * alpha;
11975 c4f[ 6] = decal->color4f[1][2] * alpha;
11977 c4f[ 8] = decal->color4f[2][0] * alpha;
11978 c4f[ 9] = decal->color4f[2][1] * alpha;
11979 c4f[10] = decal->color4f[2][2] * alpha;
11982 t2f[0] = decal->texcoord2f[0][0];
11983 t2f[1] = decal->texcoord2f[0][1];
11984 t2f[2] = decal->texcoord2f[1][0];
11985 t2f[3] = decal->texcoord2f[1][1];
11986 t2f[4] = decal->texcoord2f[2][0];
11987 t2f[5] = decal->texcoord2f[2][1];
11989 // update vertex positions for animated models
11990 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11992 e = rsurface.modelelement3i + 3*decal->triangleindex;
11993 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11994 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11995 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11999 VectorCopy(decal->vertex3f[0], v3f);
12000 VectorCopy(decal->vertex3f[1], v3f + 3);
12001 VectorCopy(decal->vertex3f[2], v3f + 6);
12004 if (r_refdef.fogenabled)
12006 alpha = RSurf_FogVertex(v3f);
12007 VectorScale(c4f, alpha, c4f);
12008 alpha = RSurf_FogVertex(v3f + 3);
12009 VectorScale(c4f + 4, alpha, c4f + 4);
12010 alpha = RSurf_FogVertex(v3f + 6);
12011 VectorScale(c4f + 8, alpha, c4f + 8);
12022 r_refdef.stats[r_stat_drawndecals] += numtris;
12024 // now render the decals all at once
12025 // (this assumes they all use one particle font texture!)
12026 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);
12027 // R_Mesh_ResetTextureState();
12028 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12029 GL_DepthMask(false);
12030 GL_DepthRange(0, 1);
12031 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12032 GL_DepthTest(true);
12033 GL_CullFace(GL_NONE);
12034 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12035 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12036 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12040 static void R_DrawModelDecals(void)
12044 // fade faster when there are too many decals
12045 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12046 for (i = 0;i < r_refdef.scene.numentities;i++)
12047 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12049 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12050 for (i = 0;i < r_refdef.scene.numentities;i++)
12051 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12052 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12054 R_DecalSystem_ApplySplatEntitiesQueue();
12056 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12057 for (i = 0;i < r_refdef.scene.numentities;i++)
12058 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12060 r_refdef.stats[r_stat_totaldecals] += numdecals;
12062 if (r_showsurfaces.integer)
12065 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12067 for (i = 0;i < r_refdef.scene.numentities;i++)
12069 if (!r_refdef.viewcache.entityvisible[i])
12071 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12072 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12076 extern cvar_t mod_collision_bih;
12077 static void R_DrawDebugModel(void)
12079 entity_render_t *ent = rsurface.entity;
12080 int i, j, flagsmask;
12081 const msurface_t *surface;
12082 dp_model_t *model = ent->model;
12084 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12087 if (r_showoverdraw.value > 0)
12089 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12090 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12091 R_SetupShader_Generic_NoTexture(false, false);
12092 GL_DepthTest(false);
12093 GL_DepthMask(false);
12094 GL_DepthRange(0, 1);
12095 GL_BlendFunc(GL_ONE, GL_ONE);
12096 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12098 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12100 rsurface.texture = R_GetCurrentTexture(surface->texture);
12101 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12103 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12104 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12105 if (!rsurface.texture->currentlayers->depthmask)
12106 GL_Color(c, 0, 0, 1.0f);
12107 else if (ent == r_refdef.scene.worldentity)
12108 GL_Color(c, c, c, 1.0f);
12110 GL_Color(0, c, 0, 1.0f);
12111 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12115 rsurface.texture = NULL;
12118 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12120 // R_Mesh_ResetTextureState();
12121 R_SetupShader_Generic_NoTexture(false, false);
12122 GL_DepthRange(0, 1);
12123 GL_DepthTest(!r_showdisabledepthtest.integer);
12124 GL_DepthMask(false);
12125 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12127 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12131 qboolean cullbox = false;
12132 const q3mbrush_t *brush;
12133 const bih_t *bih = &model->collision_bih;
12134 const bih_leaf_t *bihleaf;
12135 float vertex3f[3][3];
12136 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12137 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12139 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12141 switch (bihleaf->type)
12144 brush = model->brush.data_brushes + bihleaf->itemindex;
12145 if (brush->colbrushf && brush->colbrushf->numtriangles)
12147 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);
12148 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12149 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12152 case BIH_COLLISIONTRIANGLE:
12153 triangleindex = bihleaf->itemindex;
12154 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12155 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12156 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12157 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);
12158 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12159 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12161 case BIH_RENDERTRIANGLE:
12162 triangleindex = bihleaf->itemindex;
12163 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12164 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12165 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12166 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);
12167 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12168 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12174 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12177 if (r_showtris.integer && qglPolygonMode)
12179 if (r_showdisabledepthtest.integer)
12181 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12182 GL_DepthMask(false);
12186 GL_BlendFunc(GL_ONE, GL_ZERO);
12187 GL_DepthMask(true);
12189 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12190 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12192 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12194 rsurface.texture = R_GetCurrentTexture(surface->texture);
12195 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12197 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12198 if (!rsurface.texture->currentlayers->depthmask)
12199 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12200 else if (ent == r_refdef.scene.worldentity)
12201 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12203 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12204 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12208 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12209 rsurface.texture = NULL;
12212 if (r_shownormals.value != 0 && qglBegin)
12216 if (r_showdisabledepthtest.integer)
12218 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12219 GL_DepthMask(false);
12223 GL_BlendFunc(GL_ONE, GL_ZERO);
12224 GL_DepthMask(true);
12226 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12228 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12230 rsurface.texture = R_GetCurrentTexture(surface->texture);
12231 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12233 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12234 qglBegin(GL_LINES);
12235 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12237 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12239 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12240 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12241 qglVertex3f(v[0], v[1], v[2]);
12242 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12243 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12244 qglVertex3f(v[0], v[1], v[2]);
12247 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12249 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12251 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12252 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12253 qglVertex3f(v[0], v[1], v[2]);
12254 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12255 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12256 qglVertex3f(v[0], v[1], v[2]);
12259 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12261 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12263 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12264 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12265 qglVertex3f(v[0], v[1], v[2]);
12266 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12267 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12268 qglVertex3f(v[0], v[1], v[2]);
12271 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12273 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12275 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12276 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12277 qglVertex3f(v[0], v[1], v[2]);
12278 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12279 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12280 qglVertex3f(v[0], v[1], v[2]);
12287 rsurface.texture = NULL;
12292 int r_maxsurfacelist = 0;
12293 const msurface_t **r_surfacelist = NULL;
12294 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12296 int i, j, endj, flagsmask;
12297 dp_model_t *model = ent->model;
12298 msurface_t *surfaces;
12299 unsigned char *update;
12300 int numsurfacelist = 0;
12304 if (r_maxsurfacelist < model->num_surfaces)
12306 r_maxsurfacelist = model->num_surfaces;
12308 Mem_Free((msurface_t **)r_surfacelist);
12309 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12312 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12313 RSurf_ActiveModelEntity(ent, false, false, false);
12315 RSurf_ActiveModelEntity(ent, true, true, true);
12316 else if (depthonly)
12318 switch (vid.renderpath)
12320 case RENDERPATH_GL20:
12321 case RENDERPATH_D3D9:
12322 case RENDERPATH_D3D10:
12323 case RENDERPATH_D3D11:
12324 case RENDERPATH_SOFT:
12325 case RENDERPATH_GLES2:
12326 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12328 case RENDERPATH_GL11:
12329 case RENDERPATH_GL13:
12330 case RENDERPATH_GLES1:
12331 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12337 switch (vid.renderpath)
12339 case RENDERPATH_GL20:
12340 case RENDERPATH_D3D9:
12341 case RENDERPATH_D3D10:
12342 case RENDERPATH_D3D11:
12343 case RENDERPATH_SOFT:
12344 case RENDERPATH_GLES2:
12345 RSurf_ActiveModelEntity(ent, true, true, false);
12347 case RENDERPATH_GL11:
12348 case RENDERPATH_GL13:
12349 case RENDERPATH_GLES1:
12350 RSurf_ActiveModelEntity(ent, true, false, false);
12355 surfaces = model->data_surfaces;
12356 update = model->brushq1.lightmapupdateflags;
12358 // update light styles
12359 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
12361 model_brush_lightstyleinfo_t *style;
12362 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12364 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12366 int *list = style->surfacelist;
12367 style->value = r_refdef.scene.lightstylevalue[style->style];
12368 for (j = 0;j < style->numsurfaces;j++)
12369 update[list[j]] = true;
12374 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12378 R_DrawDebugModel();
12379 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12383 rsurface.lightmaptexture = NULL;
12384 rsurface.deluxemaptexture = NULL;
12385 rsurface.uselightmaptexture = false;
12386 rsurface.texture = NULL;
12387 rsurface.rtlight = NULL;
12388 numsurfacelist = 0;
12389 // add visible surfaces to draw list
12390 if (ent == r_refdef.scene.worldentity)
12392 // for the world entity, check surfacevisible
12393 for (i = 0;i < model->nummodelsurfaces;i++)
12395 j = model->sortedmodelsurfaces[i];
12396 if (r_refdef.viewcache.world_surfacevisible[j])
12397 r_surfacelist[numsurfacelist++] = surfaces + j;
12402 // add all surfaces
12403 for (i = 0; i < model->nummodelsurfaces; i++)
12404 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12406 // don't do anything if there were no surfaces
12407 if (!numsurfacelist)
12409 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12412 // update lightmaps if needed
12416 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12421 R_BuildLightMap(ent, surfaces + j);
12426 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12428 // add to stats if desired
12429 if (r_speeds.integer && !skysurfaces && !depthonly)
12431 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12432 for (j = 0;j < numsurfacelist;j++)
12433 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12436 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12439 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12442 static texture_t texture;
12443 static msurface_t surface;
12444 const msurface_t *surfacelist = &surface;
12446 // fake enough texture and surface state to render this geometry
12448 texture.update_lastrenderframe = -1; // regenerate this texture
12449 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12450 texture.basealpha = 1.0f;
12451 texture.currentskinframe = skinframe;
12452 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12453 texture.offsetmapping = OFFSETMAPPING_OFF;
12454 texture.offsetscale = 1;
12455 texture.specularscalemod = 1;
12456 texture.specularpowermod = 1;
12457 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12459 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass);
12462 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)
12464 static msurface_t surface;
12465 const msurface_t *surfacelist = &surface;
12467 // fake enough texture and surface state to render this geometry
12468 surface.texture = texture;
12469 surface.num_triangles = numtriangles;
12470 surface.num_firsttriangle = firsttriangle;
12471 surface.num_vertices = numvertices;
12472 surface.num_firstvertex = firstvertex;
12475 rsurface.texture = R_GetCurrentTexture(surface.texture);
12476 rsurface.lightmaptexture = NULL;
12477 rsurface.deluxemaptexture = NULL;
12478 rsurface.uselightmaptexture = false;
12479 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);