2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 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)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 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"};
86 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"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 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"};
89 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"};
90 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"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 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)"};
99 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)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 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."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 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."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 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"};
123 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"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 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"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 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)"};
144 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"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 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"};
151 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"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 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"};
155 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)"};
156 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)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 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)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 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)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 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)"};
164 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)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 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"};
167 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."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
173 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)"};
174 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)"};
175 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)"};
176 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)"};
178 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)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 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"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 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"};
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 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"};
213 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"};
215 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
217 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
219 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
220 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"};
222 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."};
224 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)"};
226 extern cvar_t v_glslgamma;
227 extern cvar_t v_glslgamma_2d;
229 extern qboolean v_flipped_state;
231 static struct r_bloomstate_s
236 int bloomwidth, bloomheight;
238 textype_t texturetype;
239 int viewfbo; // used to check if r_viewfbo cvar has changed
241 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
242 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
243 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
245 int screentexturewidth, screentextureheight;
246 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
248 int bloomtexturewidth, bloomtextureheight;
249 rtexture_t *texture_bloom;
251 // arrays for rendering the screen passes
252 float screentexcoord2f[8];
253 float bloomtexcoord2f[8];
254 float offsettexcoord2f[8];
256 r_viewport_t viewport;
260 r_waterstate_t r_waterstate;
262 /// shadow volume bsp struct with automatically growing nodes buffer
265 rtexture_t *r_texture_blanknormalmap;
266 rtexture_t *r_texture_white;
267 rtexture_t *r_texture_grey128;
268 rtexture_t *r_texture_black;
269 rtexture_t *r_texture_notexture;
270 rtexture_t *r_texture_whitecube;
271 rtexture_t *r_texture_normalizationcube;
272 rtexture_t *r_texture_fogattenuation;
273 rtexture_t *r_texture_fogheighttexture;
274 rtexture_t *r_texture_gammaramps;
275 unsigned int r_texture_gammaramps_serial;
276 //rtexture_t *r_texture_fogintensity;
277 rtexture_t *r_texture_reflectcube;
279 // TODO: hash lookups?
280 typedef struct cubemapinfo_s
287 int r_texture_numcubemaps;
288 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
290 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
291 unsigned int r_numqueries;
292 unsigned int r_maxqueries;
294 typedef struct r_qwskincache_s
296 char name[MAX_QPATH];
297 skinframe_t *skinframe;
301 static r_qwskincache_t *r_qwskincache;
302 static int r_qwskincache_size;
304 /// vertex coordinates for a quad that covers the screen exactly
305 extern const float r_screenvertex3f[12];
306 extern const float r_d3dscreenvertex3f[12];
307 const float r_screenvertex3f[12] =
314 const float r_d3dscreenvertex3f[12] =
322 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
325 for (i = 0;i < verts;i++)
336 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
339 for (i = 0;i < verts;i++)
349 // FIXME: move this to client?
352 if (gamemode == GAME_NEHAHRA)
354 Cvar_Set("gl_fogenable", "0");
355 Cvar_Set("gl_fogdensity", "0.2");
356 Cvar_Set("gl_fogred", "0.3");
357 Cvar_Set("gl_foggreen", "0.3");
358 Cvar_Set("gl_fogblue", "0.3");
360 r_refdef.fog_density = 0;
361 r_refdef.fog_red = 0;
362 r_refdef.fog_green = 0;
363 r_refdef.fog_blue = 0;
364 r_refdef.fog_alpha = 1;
365 r_refdef.fog_start = 0;
366 r_refdef.fog_end = 16384;
367 r_refdef.fog_height = 1<<30;
368 r_refdef.fog_fadedepth = 128;
369 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
372 static void R_BuildBlankTextures(void)
374 unsigned char data[4];
375 data[2] = 128; // normal X
376 data[1] = 128; // normal Y
377 data[0] = 255; // normal Z
378 data[3] = 128; // height
379 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
384 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
397 static void R_BuildNoTexture(void)
400 unsigned char pix[16][16][4];
401 // this makes a light grey/dark grey checkerboard texture
402 for (y = 0;y < 16;y++)
404 for (x = 0;x < 16;x++)
406 if ((y < 8) ^ (x < 8))
422 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
425 static void R_BuildWhiteCube(void)
427 unsigned char data[6*1*1*4];
428 memset(data, 255, sizeof(data));
429 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
432 static void R_BuildNormalizationCube(void)
436 vec_t s, t, intensity;
439 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
440 for (side = 0;side < 6;side++)
442 for (y = 0;y < NORMSIZE;y++)
444 for (x = 0;x < NORMSIZE;x++)
446 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
447 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
482 intensity = 127.0f / sqrt(DotProduct(v, v));
483 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
484 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
485 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
486 data[((side*64+y)*64+x)*4+3] = 255;
490 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
494 static void R_BuildFogTexture(void)
498 unsigned char data1[FOGWIDTH][4];
499 //unsigned char data2[FOGWIDTH][4];
502 r_refdef.fogmasktable_start = r_refdef.fog_start;
503 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
504 r_refdef.fogmasktable_range = r_refdef.fogrange;
505 r_refdef.fogmasktable_density = r_refdef.fog_density;
507 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
508 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
510 d = (x * r - r_refdef.fogmasktable_start);
511 if(developer_extra.integer)
512 Con_DPrintf("%f ", d);
514 if (r_fog_exp2.integer)
515 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
517 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
518 if(developer_extra.integer)
519 Con_DPrintf(" : %f ", alpha);
520 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
521 if(developer_extra.integer)
522 Con_DPrintf(" = %f\n", alpha);
523 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
526 for (x = 0;x < FOGWIDTH;x++)
528 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
533 //data2[x][0] = 255 - b;
534 //data2[x][1] = 255 - b;
535 //data2[x][2] = 255 - b;
538 if (r_texture_fogattenuation)
540 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
545 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
546 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
550 static void R_BuildFogHeightTexture(void)
552 unsigned char *inpixels;
560 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
561 if (r_refdef.fogheighttexturename[0])
562 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
565 r_refdef.fog_height_tablesize = 0;
566 if (r_texture_fogheighttexture)
567 R_FreeTexture(r_texture_fogheighttexture);
568 r_texture_fogheighttexture = NULL;
569 if (r_refdef.fog_height_table2d)
570 Mem_Free(r_refdef.fog_height_table2d);
571 r_refdef.fog_height_table2d = NULL;
572 if (r_refdef.fog_height_table1d)
573 Mem_Free(r_refdef.fog_height_table1d);
574 r_refdef.fog_height_table1d = NULL;
578 r_refdef.fog_height_tablesize = size;
579 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
580 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
581 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
583 // LordHavoc: now the magic - what is that table2d for? it is a cooked
584 // average fog color table accounting for every fog layer between a point
585 // and the camera. (Note: attenuation is handled separately!)
586 for (y = 0;y < size;y++)
588 for (x = 0;x < size;x++)
594 for (j = x;j <= y;j++)
596 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
602 for (j = x;j >= y;j--)
604 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
609 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
610 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
611 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
612 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
615 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
618 //=======================================================================================================================================================
620 static const char *builtinshaderstring =
621 #include "shader_glsl.h"
624 const char *builtinhlslshaderstring =
625 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *vertexfilename;
643 const char *geometryfilename;
644 const char *fragmentfilename;
650 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
651 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
653 {"#define USEDIFFUSE\n", " diffuse"},
654 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
655 {"#define USEVIEWTINT\n", " viewtint"},
656 {"#define USECOLORMAPPING\n", " colormapping"},
657 {"#define USESATURATION\n", " saturation"},
658 {"#define USEFOGINSIDE\n", " foginside"},
659 {"#define USEFOGOUTSIDE\n", " fogoutside"},
660 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
661 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
662 {"#define USEGAMMARAMPS\n", " gammaramps"},
663 {"#define USECUBEFILTER\n", " cubefilter"},
664 {"#define USEGLOW\n", " glow"},
665 {"#define USEBLOOM\n", " bloom"},
666 {"#define USESPECULAR\n", " specular"},
667 {"#define USEPOSTPROCESSING\n", " postprocessing"},
668 {"#define USEREFLECTION\n", " reflection"},
669 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
670 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
671 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
672 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
673 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
674 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
683 {"#define USETRIPPY\n", " trippy"},
686 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
687 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
703 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
704 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
709 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
716 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
717 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
720 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
721 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
722 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
723 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
724 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
725 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
726 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
727 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
728 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
731 struct r_glsl_permutation_s;
732 typedef struct r_glsl_permutation_s
735 struct r_glsl_permutation_s *hashnext;
737 unsigned int permutation;
739 /// indicates if we have tried compiling this permutation already
741 /// 0 if compilation failed
743 // texture units assigned to each detected uniform
744 int tex_Texture_First;
745 int tex_Texture_Second;
746 int tex_Texture_GammaRamps;
747 int tex_Texture_Normal;
748 int tex_Texture_Color;
749 int tex_Texture_Gloss;
750 int tex_Texture_Glow;
751 int tex_Texture_SecondaryNormal;
752 int tex_Texture_SecondaryColor;
753 int tex_Texture_SecondaryGloss;
754 int tex_Texture_SecondaryGlow;
755 int tex_Texture_Pants;
756 int tex_Texture_Shirt;
757 int tex_Texture_FogHeightTexture;
758 int tex_Texture_FogMask;
759 int tex_Texture_Lightmap;
760 int tex_Texture_Deluxemap;
761 int tex_Texture_Attenuation;
762 int tex_Texture_Cube;
763 int tex_Texture_Refraction;
764 int tex_Texture_Reflection;
765 int tex_Texture_ShadowMap2D;
766 int tex_Texture_CubeProjection;
767 int tex_Texture_ScreenDepth;
768 int tex_Texture_ScreenNormalMap;
769 int tex_Texture_ScreenDiffuse;
770 int tex_Texture_ScreenSpecular;
771 int tex_Texture_ReflectMask;
772 int tex_Texture_ReflectCube;
773 int tex_Texture_BounceGrid;
774 /// locations of detected uniforms in program object, or -1 if not found
775 int loc_Texture_First;
776 int loc_Texture_Second;
777 int loc_Texture_GammaRamps;
778 int loc_Texture_Normal;
779 int loc_Texture_Color;
780 int loc_Texture_Gloss;
781 int loc_Texture_Glow;
782 int loc_Texture_SecondaryNormal;
783 int loc_Texture_SecondaryColor;
784 int loc_Texture_SecondaryGloss;
785 int loc_Texture_SecondaryGlow;
786 int loc_Texture_Pants;
787 int loc_Texture_Shirt;
788 int loc_Texture_FogHeightTexture;
789 int loc_Texture_FogMask;
790 int loc_Texture_Lightmap;
791 int loc_Texture_Deluxemap;
792 int loc_Texture_Attenuation;
793 int loc_Texture_Cube;
794 int loc_Texture_Refraction;
795 int loc_Texture_Reflection;
796 int loc_Texture_ShadowMap2D;
797 int loc_Texture_CubeProjection;
798 int loc_Texture_ScreenDepth;
799 int loc_Texture_ScreenNormalMap;
800 int loc_Texture_ScreenDiffuse;
801 int loc_Texture_ScreenSpecular;
802 int loc_Texture_ReflectMask;
803 int loc_Texture_ReflectCube;
804 int loc_Texture_BounceGrid;
806 int loc_BloomBlur_Parameters;
808 int loc_Color_Ambient;
809 int loc_Color_Diffuse;
810 int loc_Color_Specular;
814 int loc_DeferredColor_Ambient;
815 int loc_DeferredColor_Diffuse;
816 int loc_DeferredColor_Specular;
817 int loc_DeferredMod_Diffuse;
818 int loc_DeferredMod_Specular;
819 int loc_DistortScaleRefractReflect;
822 int loc_FogHeightFade;
824 int loc_FogPlaneViewDist;
825 int loc_FogRangeRecip;
828 int loc_LightPosition;
829 int loc_OffsetMapping_ScaleSteps;
830 int loc_OffsetMapping_LodDistance;
831 int loc_OffsetMapping_Bias;
833 int loc_ReflectColor;
834 int loc_ReflectFactor;
835 int loc_ReflectOffset;
836 int loc_RefractColor;
838 int loc_ScreenCenterRefractReflect;
839 int loc_ScreenScaleRefractReflect;
840 int loc_ScreenToDepth;
841 int loc_ShadowMap_Parameters;
842 int loc_ShadowMap_TextureScale;
843 int loc_SpecularPower;
848 int loc_ViewTintColor;
850 int loc_ModelToLight;
852 int loc_BackgroundTexMatrix;
853 int loc_ModelViewProjectionMatrix;
854 int loc_ModelViewMatrix;
855 int loc_PixelToScreenTexCoord;
856 int loc_ModelToReflectCube;
857 int loc_ShadowMapMatrix;
858 int loc_BloomColorSubtract;
859 int loc_NormalmapScrollBlend;
860 int loc_BounceGridMatrix;
861 int loc_BounceGridIntensity;
863 r_glsl_permutation_t;
865 #define SHADERPERMUTATION_HASHSIZE 256
868 // non-degradable "lightweight" shader parameters to keep the permutations simpler
869 // these can NOT degrade! only use for simple stuff
872 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
873 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
874 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
877 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
878 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
879 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
881 #define SHADERSTATICPARMS_COUNT 8
883 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
884 static int shaderstaticparms_count = 0;
886 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
887 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
888 qboolean R_CompileShader_CheckStaticParms(void)
890 static int r_compileshader_staticparms_save[1];
891 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
892 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
895 if (r_glsl_saturation_redcompensate.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
897 if (r_glsl_vertextextureblend_usebothalphas.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
899 if (r_shadow_glossexact.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
901 if (r_glsl_postprocess.integer)
903 if (r_glsl_postprocess_uservec1_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
905 if (r_glsl_postprocess_uservec2_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
907 if (r_glsl_postprocess_uservec3_enable.integer)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
909 if (r_glsl_postprocess_uservec4_enable.integer)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
912 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
914 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
917 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
918 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
919 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
921 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
922 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
924 shaderstaticparms_count = 0;
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
937 /// information about each possible shader permutation
938 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
939 /// currently selected permutation
940 r_glsl_permutation_t *r_glsl_permutation;
941 /// storage for permutations linked in the hash table
942 memexpandablearray_t r_glsl_permutationarray;
944 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
946 //unsigned int hashdepth = 0;
947 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
948 r_glsl_permutation_t *p;
949 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
951 if (p->mode == mode && p->permutation == permutation)
953 //if (hashdepth > 10)
954 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
961 p->permutation = permutation;
962 p->hashnext = r_glsl_permutationhash[mode][hashindex];
963 r_glsl_permutationhash[mode][hashindex] = p;
964 //if (hashdepth > 10)
965 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
969 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
972 if (!filename || !filename[0])
974 if (!strcmp(filename, "glsl/default.glsl"))
976 if (!glslshaderstring)
978 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979 if (glslshaderstring)
980 Con_DPrintf("Loading shaders from file %s...\n", filename);
982 glslshaderstring = (char *)builtinshaderstring;
984 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
985 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
988 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
991 if (printfromdisknotice)
992 Con_DPrintf("from disk %s... ", filename);
998 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1002 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1003 char *vertexstring, *geometrystring, *fragmentstring;
1004 char permutationname[256];
1005 int vertstrings_count = 0;
1006 int geomstrings_count = 0;
1007 int fragstrings_count = 0;
1008 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1009 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1017 permutationname[0] = 0;
1018 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1019 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1020 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1022 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1024 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1025 if(vid.support.gl20shaders130)
1027 vertstrings_list[vertstrings_count++] = "#version 130\n";
1028 geomstrings_list[geomstrings_count++] = "#version 130\n";
1029 fragstrings_list[fragstrings_count++] = "#version 130\n";
1030 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1031 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1032 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1035 // the first pretext is which type of shader to compile as
1036 // (later these will all be bound together as a program object)
1037 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1038 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1039 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1041 // the second pretext is the mode (for example a light source)
1042 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1043 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1044 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1045 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1047 // now add all the permutation pretexts
1048 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1050 if (permutation & (1<<i))
1052 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1053 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1054 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1055 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1059 // keep line numbers correct
1060 vertstrings_list[vertstrings_count++] = "\n";
1061 geomstrings_list[geomstrings_count++] = "\n";
1062 fragstrings_list[fragstrings_count++] = "\n";
1067 R_CompileShader_AddStaticParms(mode, permutation);
1068 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1069 vertstrings_count += shaderstaticparms_count;
1070 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071 geomstrings_count += shaderstaticparms_count;
1072 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073 fragstrings_count += shaderstaticparms_count;
1075 // now append the shader text itself
1076 vertstrings_list[vertstrings_count++] = vertexstring;
1077 geomstrings_list[geomstrings_count++] = geometrystring;
1078 fragstrings_list[fragstrings_count++] = fragmentstring;
1080 // if any sources were NULL, clear the respective list
1082 vertstrings_count = 0;
1083 if (!geometrystring)
1084 geomstrings_count = 0;
1085 if (!fragmentstring)
1086 fragstrings_count = 0;
1088 // compile the shader program
1089 if (vertstrings_count + geomstrings_count + fragstrings_count)
1090 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1094 qglUseProgram(p->program);CHECKGLERROR
1095 // look up all the uniform variable names we care about, so we don't
1096 // have to look them up every time we set them
1098 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1099 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1100 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1101 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1102 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1103 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1104 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1105 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1106 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1107 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1108 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1109 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1110 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1111 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1112 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1113 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1114 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1115 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1116 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1117 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1118 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1119 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1120 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1121 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1122 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1129 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1131 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1132 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1133 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1134 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1135 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1136 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1137 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1144 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1145 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1146 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1147 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1149 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1150 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1151 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1152 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1156 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1157 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1158 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1159 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1160 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1161 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1164 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1167 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1168 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1169 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1170 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1171 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1172 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1173 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1174 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1175 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185 // initialize the samplers to refer to the texture units we use
1186 p->tex_Texture_First = -1;
1187 p->tex_Texture_Second = -1;
1188 p->tex_Texture_GammaRamps = -1;
1189 p->tex_Texture_Normal = -1;
1190 p->tex_Texture_Color = -1;
1191 p->tex_Texture_Gloss = -1;
1192 p->tex_Texture_Glow = -1;
1193 p->tex_Texture_SecondaryNormal = -1;
1194 p->tex_Texture_SecondaryColor = -1;
1195 p->tex_Texture_SecondaryGloss = -1;
1196 p->tex_Texture_SecondaryGlow = -1;
1197 p->tex_Texture_Pants = -1;
1198 p->tex_Texture_Shirt = -1;
1199 p->tex_Texture_FogHeightTexture = -1;
1200 p->tex_Texture_FogMask = -1;
1201 p->tex_Texture_Lightmap = -1;
1202 p->tex_Texture_Deluxemap = -1;
1203 p->tex_Texture_Attenuation = -1;
1204 p->tex_Texture_Cube = -1;
1205 p->tex_Texture_Refraction = -1;
1206 p->tex_Texture_Reflection = -1;
1207 p->tex_Texture_ShadowMap2D = -1;
1208 p->tex_Texture_CubeProjection = -1;
1209 p->tex_Texture_ScreenDepth = -1;
1210 p->tex_Texture_ScreenNormalMap = -1;
1211 p->tex_Texture_ScreenDiffuse = -1;
1212 p->tex_Texture_ScreenSpecular = -1;
1213 p->tex_Texture_ReflectMask = -1;
1214 p->tex_Texture_ReflectCube = -1;
1215 p->tex_Texture_BounceGrid = -1;
1217 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1218 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1219 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1220 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1221 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1222 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1223 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1224 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1226 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1227 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1228 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1229 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1230 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1231 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1232 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1233 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1234 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1235 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1236 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1237 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1238 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1239 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1240 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1241 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1242 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1243 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1244 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1245 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1246 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1248 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1251 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1255 Mem_Free(vertexstring);
1257 Mem_Free(geometrystring);
1259 Mem_Free(fragmentstring);
1262 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1264 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1265 if (r_glsl_permutation != perm)
1267 r_glsl_permutation = perm;
1268 if (!r_glsl_permutation->program)
1270 if (!r_glsl_permutation->compiled)
1271 R_GLSL_CompilePermutation(perm, mode, permutation);
1272 if (!r_glsl_permutation->program)
1274 // remove features until we find a valid permutation
1276 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1278 // reduce i more quickly whenever it would not remove any bits
1279 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1280 if (!(permutation & j))
1283 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1284 if (!r_glsl_permutation->compiled)
1285 R_GLSL_CompilePermutation(perm, mode, permutation);
1286 if (r_glsl_permutation->program)
1289 if (i >= SHADERPERMUTATION_COUNT)
1291 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1292 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1293 qglUseProgram(0);CHECKGLERROR
1294 return; // no bit left to clear, entire mode is broken
1299 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1301 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1302 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1303 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1310 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1311 extern D3DCAPS9 vid_d3d9caps;
1314 struct r_hlsl_permutation_s;
1315 typedef struct r_hlsl_permutation_s
1317 /// hash lookup data
1318 struct r_hlsl_permutation_s *hashnext;
1320 unsigned int permutation;
1322 /// indicates if we have tried compiling this permutation already
1324 /// NULL if compilation failed
1325 IDirect3DVertexShader9 *vertexshader;
1326 IDirect3DPixelShader9 *pixelshader;
1328 r_hlsl_permutation_t;
1330 typedef enum D3DVSREGISTER_e
1332 D3DVSREGISTER_TexMatrix = 0, // float4x4
1333 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1334 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1335 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1336 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1337 D3DVSREGISTER_ModelToLight = 20, // float4x4
1338 D3DVSREGISTER_EyePosition = 24,
1339 D3DVSREGISTER_FogPlane = 25,
1340 D3DVSREGISTER_LightDir = 26,
1341 D3DVSREGISTER_LightPosition = 27,
1345 typedef enum D3DPSREGISTER_e
1347 D3DPSREGISTER_Alpha = 0,
1348 D3DPSREGISTER_BloomBlur_Parameters = 1,
1349 D3DPSREGISTER_ClientTime = 2,
1350 D3DPSREGISTER_Color_Ambient = 3,
1351 D3DPSREGISTER_Color_Diffuse = 4,
1352 D3DPSREGISTER_Color_Specular = 5,
1353 D3DPSREGISTER_Color_Glow = 6,
1354 D3DPSREGISTER_Color_Pants = 7,
1355 D3DPSREGISTER_Color_Shirt = 8,
1356 D3DPSREGISTER_DeferredColor_Ambient = 9,
1357 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1358 D3DPSREGISTER_DeferredColor_Specular = 11,
1359 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1360 D3DPSREGISTER_DeferredMod_Specular = 13,
1361 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1362 D3DPSREGISTER_EyePosition = 15, // unused
1363 D3DPSREGISTER_FogColor = 16,
1364 D3DPSREGISTER_FogHeightFade = 17,
1365 D3DPSREGISTER_FogPlane = 18,
1366 D3DPSREGISTER_FogPlaneViewDist = 19,
1367 D3DPSREGISTER_FogRangeRecip = 20,
1368 D3DPSREGISTER_LightColor = 21,
1369 D3DPSREGISTER_LightDir = 22, // unused
1370 D3DPSREGISTER_LightPosition = 23,
1371 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1372 D3DPSREGISTER_PixelSize = 25,
1373 D3DPSREGISTER_ReflectColor = 26,
1374 D3DPSREGISTER_ReflectFactor = 27,
1375 D3DPSREGISTER_ReflectOffset = 28,
1376 D3DPSREGISTER_RefractColor = 29,
1377 D3DPSREGISTER_Saturation = 30,
1378 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1379 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1380 D3DPSREGISTER_ScreenToDepth = 33,
1381 D3DPSREGISTER_ShadowMap_Parameters = 34,
1382 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1383 D3DPSREGISTER_SpecularPower = 36,
1384 D3DPSREGISTER_UserVec1 = 37,
1385 D3DPSREGISTER_UserVec2 = 38,
1386 D3DPSREGISTER_UserVec3 = 39,
1387 D3DPSREGISTER_UserVec4 = 40,
1388 D3DPSREGISTER_ViewTintColor = 41,
1389 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1390 D3DPSREGISTER_BloomColorSubtract = 43,
1391 D3DPSREGISTER_ViewToLight = 44, // float4x4
1392 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1393 D3DPSREGISTER_NormalmapScrollBlend = 52,
1394 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1395 D3DPSREGISTER_OffsetMapping_Bias = 54,
1400 /// information about each possible shader permutation
1401 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1402 /// currently selected permutation
1403 r_hlsl_permutation_t *r_hlsl_permutation;
1404 /// storage for permutations linked in the hash table
1405 memexpandablearray_t r_hlsl_permutationarray;
1407 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1409 //unsigned int hashdepth = 0;
1410 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1411 r_hlsl_permutation_t *p;
1412 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1414 if (p->mode == mode && p->permutation == permutation)
1416 //if (hashdepth > 10)
1417 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1422 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1424 p->permutation = permutation;
1425 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1426 r_hlsl_permutationhash[mode][hashindex] = p;
1427 //if (hashdepth > 10)
1428 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1432 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1435 if (!filename || !filename[0])
1437 if (!strcmp(filename, "hlsl/default.hlsl"))
1439 if (!hlslshaderstring)
1441 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1442 if (hlslshaderstring)
1443 Con_DPrintf("Loading shaders from file %s...\n", filename);
1445 hlslshaderstring = (char *)builtinhlslshaderstring;
1447 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1448 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1449 return shaderstring;
1451 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1454 if (printfromdisknotice)
1455 Con_DPrintf("from disk %s... ", filename);
1456 return shaderstring;
1458 return shaderstring;
1462 //#include <d3dx9shader.h>
1463 //#include <d3dx9mesh.h>
1465 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1467 DWORD *vsbin = NULL;
1468 DWORD *psbin = NULL;
1469 fs_offset_t vsbinsize;
1470 fs_offset_t psbinsize;
1471 // IDirect3DVertexShader9 *vs = NULL;
1472 // IDirect3DPixelShader9 *ps = NULL;
1473 ID3DXBuffer *vslog = NULL;
1474 ID3DXBuffer *vsbuffer = NULL;
1475 ID3DXConstantTable *vsconstanttable = NULL;
1476 ID3DXBuffer *pslog = NULL;
1477 ID3DXBuffer *psbuffer = NULL;
1478 ID3DXConstantTable *psconstanttable = NULL;
1481 char temp[MAX_INPUTLINE];
1482 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1483 qboolean debugshader = gl_paranoid.integer != 0;
1484 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1485 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1488 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1489 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1491 if ((!vsbin && vertstring) || (!psbin && fragstring))
1493 const char* dllnames_d3dx9 [] =
1517 dllhandle_t d3dx9_dll = NULL;
1518 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1520 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1521 dllfunction_t d3dx9_dllfuncs[] =
1523 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1524 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1525 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1528 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1530 DWORD shaderflags = 0;
1532 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1533 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1534 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1535 if (vertstring && vertstring[0])
1539 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1540 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1541 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1542 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1545 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1548 vsbinsize = vsbuffer->GetBufferSize();
1549 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1550 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1551 vsbuffer->Release();
1555 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1556 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1560 if (fragstring && fragstring[0])
1564 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1565 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1566 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1567 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1570 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1573 psbinsize = psbuffer->GetBufferSize();
1574 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1575 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1576 psbuffer->Release();
1580 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1581 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1585 Sys_UnloadLibrary(&d3dx9_dll);
1588 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
1592 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1593 if (FAILED(vsresult))
1594 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1595 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1596 if (FAILED(psresult))
1597 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1599 // free the shader data
1600 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1601 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1604 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1607 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1608 int vertstring_length = 0;
1609 int geomstring_length = 0;
1610 int fragstring_length = 0;
1612 char *vertexstring, *geometrystring, *fragmentstring;
1613 char *vertstring, *geomstring, *fragstring;
1614 char permutationname[256];
1615 char cachename[256];
1616 int vertstrings_count = 0;
1617 int geomstrings_count = 0;
1618 int fragstrings_count = 0;
1619 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1620 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1626 p->vertexshader = NULL;
1627 p->pixelshader = NULL;
1629 permutationname[0] = 0;
1631 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1632 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1633 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1635 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1636 strlcat(cachename, "hlsl/", sizeof(cachename));
1638 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1639 vertstrings_count = 0;
1640 geomstrings_count = 0;
1641 fragstrings_count = 0;
1642 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1643 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1644 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1646 // the first pretext is which type of shader to compile as
1647 // (later these will all be bound together as a program object)
1648 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1649 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1650 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1652 // the second pretext is the mode (for example a light source)
1653 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1654 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1655 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1656 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1657 strlcat(cachename, modeinfo->name, sizeof(cachename));
1659 // now add all the permutation pretexts
1660 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1662 if (permutation & (1<<i))
1664 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1665 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1666 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1667 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1668 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1672 // keep line numbers correct
1673 vertstrings_list[vertstrings_count++] = "\n";
1674 geomstrings_list[geomstrings_count++] = "\n";
1675 fragstrings_list[fragstrings_count++] = "\n";
1680 R_CompileShader_AddStaticParms(mode, permutation);
1681 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682 vertstrings_count += shaderstaticparms_count;
1683 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684 geomstrings_count += shaderstaticparms_count;
1685 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1686 fragstrings_count += shaderstaticparms_count;
1688 // replace spaces in the cachename with _ characters
1689 for (i = 0;cachename[i];i++)
1690 if (cachename[i] == ' ')
1693 // now append the shader text itself
1694 vertstrings_list[vertstrings_count++] = vertexstring;
1695 geomstrings_list[geomstrings_count++] = geometrystring;
1696 fragstrings_list[fragstrings_count++] = fragmentstring;
1698 // if any sources were NULL, clear the respective list
1700 vertstrings_count = 0;
1701 if (!geometrystring)
1702 geomstrings_count = 0;
1703 if (!fragmentstring)
1704 fragstrings_count = 0;
1706 vertstring_length = 0;
1707 for (i = 0;i < vertstrings_count;i++)
1708 vertstring_length += strlen(vertstrings_list[i]);
1709 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1710 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1711 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1713 geomstring_length = 0;
1714 for (i = 0;i < geomstrings_count;i++)
1715 geomstring_length += strlen(geomstrings_list[i]);
1716 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1717 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1718 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1720 fragstring_length = 0;
1721 for (i = 0;i < fragstrings_count;i++)
1722 fragstring_length += strlen(fragstrings_list[i]);
1723 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1724 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1725 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1727 // try to load the cached shader, or generate one
1728 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1730 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1731 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1733 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1737 Mem_Free(vertstring);
1739 Mem_Free(geomstring);
1741 Mem_Free(fragstring);
1743 Mem_Free(vertexstring);
1745 Mem_Free(geometrystring);
1747 Mem_Free(fragmentstring);
1750 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1751 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1752 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);}
1753 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);}
1754 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);}
1755 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);}
1757 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1758 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1759 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);}
1760 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);}
1761 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);}
1762 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);}
1764 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1766 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1767 if (r_hlsl_permutation != perm)
1769 r_hlsl_permutation = perm;
1770 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1772 if (!r_hlsl_permutation->compiled)
1773 R_HLSL_CompilePermutation(perm, mode, permutation);
1774 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1776 // remove features until we find a valid permutation
1778 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1780 // reduce i more quickly whenever it would not remove any bits
1781 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1782 if (!(permutation & j))
1785 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1786 if (!r_hlsl_permutation->compiled)
1787 R_HLSL_CompilePermutation(perm, mode, permutation);
1788 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1791 if (i >= SHADERPERMUTATION_COUNT)
1793 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1794 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1795 return; // no bit left to clear, entire mode is broken
1799 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1800 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1802 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1803 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1804 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1808 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1810 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1811 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1812 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1813 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1816 void R_GLSL_Restart_f(void)
1818 unsigned int i, limit;
1819 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1820 Mem_Free(glslshaderstring);
1821 glslshaderstring = NULL;
1822 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1823 Mem_Free(hlslshaderstring);
1824 hlslshaderstring = NULL;
1825 switch(vid.renderpath)
1827 case RENDERPATH_D3D9:
1830 r_hlsl_permutation_t *p;
1831 r_hlsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1837 if (p->vertexshader)
1838 IDirect3DVertexShader9_Release(p->vertexshader);
1840 IDirect3DPixelShader9_Release(p->pixelshader);
1841 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1844 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1848 case RENDERPATH_D3D10:
1849 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1851 case RENDERPATH_D3D11:
1852 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1854 case RENDERPATH_GL20:
1855 case RENDERPATH_GLES2:
1857 r_glsl_permutation_t *p;
1858 r_glsl_permutation = NULL;
1859 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1860 for (i = 0;i < limit;i++)
1862 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1864 GL_Backend_FreeProgram(p->program);
1865 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1868 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1871 case RENDERPATH_GL11:
1872 case RENDERPATH_GL13:
1873 case RENDERPATH_GLES1:
1875 case RENDERPATH_SOFT:
1880 void R_GLSL_DumpShader_f(void)
1885 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1888 FS_Print(file, "/* The engine may define the following macros:\n");
1889 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890 for (i = 0;i < SHADERMODE_COUNT;i++)
1891 FS_Print(file, glslshadermodeinfo[i].pretext);
1892 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893 FS_Print(file, shaderpermutationinfo[i].pretext);
1894 FS_Print(file, "*/\n");
1895 FS_Print(file, builtinshaderstring);
1897 Con_Printf("glsl/default.glsl written\n");
1900 Con_Printf("failed to write to glsl/default.glsl\n");
1902 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1905 FS_Print(file, "/* The engine may define the following macros:\n");
1906 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1907 for (i = 0;i < SHADERMODE_COUNT;i++)
1908 FS_Print(file, hlslshadermodeinfo[i].pretext);
1909 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1910 FS_Print(file, shaderpermutationinfo[i].pretext);
1911 FS_Print(file, "*/\n");
1912 FS_Print(file, builtinhlslshaderstring);
1914 Con_Printf("hlsl/default.hlsl written\n");
1917 Con_Printf("failed to write to hlsl/default.hlsl\n");
1920 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1922 unsigned int permutation = 0;
1923 if (r_trippy.integer && !notrippy)
1924 permutation |= SHADERPERMUTATION_TRIPPY;
1925 permutation |= SHADERPERMUTATION_VIEWTINT;
1927 permutation |= SHADERPERMUTATION_DIFFUSE;
1929 permutation |= SHADERPERMUTATION_SPECULAR;
1930 if (texturemode == GL_MODULATE)
1931 permutation |= SHADERPERMUTATION_COLORMAPPING;
1932 else if (texturemode == GL_ADD)
1933 permutation |= SHADERPERMUTATION_GLOW;
1934 else if (texturemode == GL_DECAL)
1935 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1936 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1937 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1939 texturemode = GL_MODULATE;
1940 if (vid.allowalphatocoverage)
1941 GL_AlphaToCoverage(false);
1942 switch (vid.renderpath)
1944 case RENDERPATH_D3D9:
1946 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1947 R_Mesh_TexBind(GL20TU_FIRST , first );
1948 R_Mesh_TexBind(GL20TU_SECOND, second);
1949 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1950 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1953 case RENDERPATH_D3D10:
1954 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1956 case RENDERPATH_D3D11:
1957 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1959 case RENDERPATH_GL20:
1960 case RENDERPATH_GLES2:
1961 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1962 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1964 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1965 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1967 case RENDERPATH_GL13:
1968 case RENDERPATH_GLES1:
1969 R_Mesh_TexBind(0, first );
1970 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1971 R_Mesh_TexBind(1, second);
1973 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1975 case RENDERPATH_GL11:
1976 R_Mesh_TexBind(0, first );
1978 case RENDERPATH_SOFT:
1979 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1980 R_Mesh_TexBind(GL20TU_FIRST , first );
1981 R_Mesh_TexBind(GL20TU_SECOND, second);
1986 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1988 unsigned int permutation = 0;
1989 if (r_trippy.integer && !notrippy)
1990 permutation |= SHADERPERMUTATION_TRIPPY;
1991 if (vid.allowalphatocoverage)
1992 GL_AlphaToCoverage(false);
1993 switch (vid.renderpath)
1995 case RENDERPATH_D3D9:
1997 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2000 case RENDERPATH_D3D10:
2001 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2003 case RENDERPATH_D3D11:
2004 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2006 case RENDERPATH_GL20:
2007 case RENDERPATH_GLES2:
2008 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2010 case RENDERPATH_GL13:
2011 case RENDERPATH_GLES1:
2012 R_Mesh_TexBind(0, 0);
2013 R_Mesh_TexBind(1, 0);
2015 case RENDERPATH_GL11:
2016 R_Mesh_TexBind(0, 0);
2018 case RENDERPATH_SOFT:
2019 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2024 void R_SetupShader_ShowDepth(qboolean notrippy)
2026 int permutation = 0;
2027 if (r_trippy.integer && !notrippy)
2028 permutation |= SHADERPERMUTATION_TRIPPY;
2029 if (vid.allowalphatocoverage)
2030 GL_AlphaToCoverage(false);
2031 switch (vid.renderpath)
2033 case RENDERPATH_D3D9:
2035 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2038 case RENDERPATH_D3D10:
2039 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2041 case RENDERPATH_D3D11:
2042 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2044 case RENDERPATH_GL20:
2045 case RENDERPATH_GLES2:
2046 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2048 case RENDERPATH_GL13:
2049 case RENDERPATH_GLES1:
2051 case RENDERPATH_GL11:
2053 case RENDERPATH_SOFT:
2054 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2059 extern qboolean r_shadow_usingdeferredprepass;
2060 extern cvar_t r_shadow_deferred_8bitrange;
2061 extern rtexture_t *r_shadow_attenuationgradienttexture;
2062 extern rtexture_t *r_shadow_attenuation2dtexture;
2063 extern rtexture_t *r_shadow_attenuation3dtexture;
2064 extern qboolean r_shadow_usingshadowmap2d;
2065 extern qboolean r_shadow_usingshadowmaportho;
2066 extern float r_shadow_shadowmap_texturescale[2];
2067 extern float r_shadow_shadowmap_parameters[4];
2068 extern qboolean r_shadow_shadowmapvsdct;
2069 extern qboolean r_shadow_shadowmapsampler;
2070 extern int r_shadow_shadowmappcf;
2071 extern rtexture_t *r_shadow_shadowmap2dtexture;
2072 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2073 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2074 extern matrix4x4_t r_shadow_shadowmapmatrix;
2075 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2076 extern int r_shadow_prepass_width;
2077 extern int r_shadow_prepass_height;
2078 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2079 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2080 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2081 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2082 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2084 #define BLENDFUNC_ALLOWS_COLORMOD 1
2085 #define BLENDFUNC_ALLOWS_FOG 2
2086 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2087 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2088 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2089 static int R_BlendFuncFlags(int src, int dst)
2093 // a blendfunc allows colormod if:
2094 // a) it can never keep the destination pixel invariant, or
2095 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2096 // this is to prevent unintended side effects from colormod
2098 // a blendfunc allows fog if:
2099 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2100 // this is to prevent unintended side effects from fog
2102 // these checks are the output of fogeval.pl
2104 r |= BLENDFUNC_ALLOWS_COLORMOD;
2105 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2107 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2109 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2113 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2114 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2115 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2116 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2119 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2121 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2125 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2130 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2132 // select a permutation of the lighting shader appropriate to this
2133 // combination of texture, entity, light source, and fogging, only use the
2134 // minimum features necessary to avoid wasting rendering time in the
2135 // fragment shader on features that are not being used
2136 unsigned int permutation = 0;
2137 unsigned int mode = 0;
2139 static float dummy_colormod[3] = {1, 1, 1};
2140 float *colormod = rsurface.colormod;
2142 matrix4x4_t tempmatrix;
2143 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2144 if (r_trippy.integer && !notrippy)
2145 permutation |= SHADERPERMUTATION_TRIPPY;
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2147 permutation |= SHADERPERMUTATION_ALPHAKILL;
2148 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2149 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2150 if (rsurfacepass == RSURFPASS_BACKGROUND)
2152 // distorted background
2153 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2155 mode = SHADERMODE_WATER;
2156 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2158 // this is the right thing to do for wateralpha
2159 GL_BlendFunc(GL_ONE, GL_ZERO);
2160 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2164 // this is the right thing to do for entity alpha
2165 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2169 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2171 mode = SHADERMODE_REFRACTION;
2172 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2173 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2177 mode = SHADERMODE_GENERIC;
2178 permutation |= SHADERPERMUTATION_DIFFUSE;
2179 GL_BlendFunc(GL_ONE, GL_ZERO);
2180 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2182 if (vid.allowalphatocoverage)
2183 GL_AlphaToCoverage(false);
2185 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2187 if (r_glsl_offsetmapping.integer)
2189 switch(rsurface.texture->offsetmapping)
2191 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_OFF: break;
2197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199 // normalmap (deferred prepass), may use alpha test on diffuse
2200 mode = SHADERMODE_DEFERREDGEOMETRY;
2201 GL_BlendFunc(GL_ONE, GL_ZERO);
2202 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2203 if (vid.allowalphatocoverage)
2204 GL_AlphaToCoverage(false);
2206 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2208 if (r_glsl_offsetmapping.integer)
2210 switch(rsurface.texture->offsetmapping)
2212 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2213 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2214 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215 case OFFSETMAPPING_OFF: break;
2218 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2219 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2221 mode = SHADERMODE_LIGHTSOURCE;
2222 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2223 permutation |= SHADERPERMUTATION_CUBEFILTER;
2224 if (diffusescale > 0)
2225 permutation |= SHADERPERMUTATION_DIFFUSE;
2226 if (specularscale > 0)
2227 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2228 if (r_refdef.fogenabled)
2229 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2230 if (rsurface.texture->colormapping)
2231 permutation |= SHADERPERMUTATION_COLORMAPPING;
2232 if (r_shadow_usingshadowmap2d)
2234 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2235 if(r_shadow_shadowmapvsdct)
2236 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2238 if (r_shadow_shadowmapsampler)
2239 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2240 if (r_shadow_shadowmappcf > 1)
2241 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2242 else if (r_shadow_shadowmappcf)
2243 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2245 if (rsurface.texture->reflectmasktexture)
2246 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2247 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2248 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2249 if (vid.allowalphatocoverage)
2250 GL_AlphaToCoverage(false);
2252 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2254 if (r_glsl_offsetmapping.integer)
2256 switch(rsurface.texture->offsetmapping)
2258 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2259 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2260 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261 case OFFSETMAPPING_OFF: break;
2264 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2265 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2266 // unshaded geometry (fullbright or ambient model lighting)
2267 mode = SHADERMODE_FLATCOLOR;
2268 ambientscale = diffusescale = specularscale = 0;
2269 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2270 permutation |= SHADERPERMUTATION_GLOW;
2271 if (r_refdef.fogenabled)
2272 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2273 if (rsurface.texture->colormapping)
2274 permutation |= SHADERPERMUTATION_COLORMAPPING;
2275 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2277 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2278 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2280 if (r_shadow_shadowmapsampler)
2281 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2282 if (r_shadow_shadowmappcf > 1)
2283 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2284 else if (r_shadow_shadowmappcf)
2285 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2287 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2288 permutation |= SHADERPERMUTATION_REFLECTION;
2289 if (rsurface.texture->reflectmasktexture)
2290 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2291 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2292 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293 // when using alphatocoverage, we don't need alphakill
2294 if (vid.allowalphatocoverage)
2296 if (r_transparent_alphatocoverage.integer)
2298 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2299 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2302 GL_AlphaToCoverage(false);
2305 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2307 if (r_glsl_offsetmapping.integer)
2309 switch(rsurface.texture->offsetmapping)
2311 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2312 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2313 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314 case OFFSETMAPPING_OFF: break;
2317 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2318 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2319 // directional model lighting
2320 mode = SHADERMODE_LIGHTDIRECTION;
2321 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2322 permutation |= SHADERPERMUTATION_GLOW;
2323 permutation |= SHADERPERMUTATION_DIFFUSE;
2324 if (specularscale > 0)
2325 permutation |= SHADERPERMUTATION_SPECULAR;
2326 if (r_refdef.fogenabled)
2327 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2328 if (rsurface.texture->colormapping)
2329 permutation |= SHADERPERMUTATION_COLORMAPPING;
2330 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2332 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2333 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2335 if (r_shadow_shadowmapsampler)
2336 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2337 if (r_shadow_shadowmappcf > 1)
2338 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2339 else if (r_shadow_shadowmappcf)
2340 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2343 permutation |= SHADERPERMUTATION_REFLECTION;
2344 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2345 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2346 if (rsurface.texture->reflectmasktexture)
2347 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2350 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2351 if (r_shadow_bouncegriddirectional)
2352 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2354 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2355 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356 // when using alphatocoverage, we don't need alphakill
2357 if (vid.allowalphatocoverage)
2359 if (r_transparent_alphatocoverage.integer)
2361 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2362 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2365 GL_AlphaToCoverage(false);
2368 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2370 if (r_glsl_offsetmapping.integer)
2372 switch(rsurface.texture->offsetmapping)
2374 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2375 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2376 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377 case OFFSETMAPPING_OFF: break;
2380 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2381 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2382 // ambient model lighting
2383 mode = SHADERMODE_LIGHTDIRECTION;
2384 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2385 permutation |= SHADERPERMUTATION_GLOW;
2386 if (r_refdef.fogenabled)
2387 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2388 if (rsurface.texture->colormapping)
2389 permutation |= SHADERPERMUTATION_COLORMAPPING;
2390 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2392 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2393 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2395 if (r_shadow_shadowmapsampler)
2396 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2397 if (r_shadow_shadowmappcf > 1)
2398 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2399 else if (r_shadow_shadowmappcf)
2400 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2402 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403 permutation |= SHADERPERMUTATION_REFLECTION;
2404 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406 if (rsurface.texture->reflectmasktexture)
2407 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2410 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411 if (r_shadow_bouncegriddirectional)
2412 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2414 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416 // when using alphatocoverage, we don't need alphakill
2417 if (vid.allowalphatocoverage)
2419 if (r_transparent_alphatocoverage.integer)
2421 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2425 GL_AlphaToCoverage(false);
2430 if (r_glsl_offsetmapping.integer)
2432 switch(rsurface.texture->offsetmapping)
2434 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437 case OFFSETMAPPING_OFF: break;
2440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2443 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2444 permutation |= SHADERPERMUTATION_GLOW;
2445 if (r_refdef.fogenabled)
2446 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2447 if (rsurface.texture->colormapping)
2448 permutation |= SHADERPERMUTATION_COLORMAPPING;
2449 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2451 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2452 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2454 if (r_shadow_shadowmapsampler)
2455 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2456 if (r_shadow_shadowmappcf > 1)
2457 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2458 else if (r_shadow_shadowmappcf)
2459 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2462 permutation |= SHADERPERMUTATION_REFLECTION;
2463 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2464 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2465 if (rsurface.texture->reflectmasktexture)
2466 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2467 if (FAKELIGHT_ENABLED)
2469 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2470 mode = SHADERMODE_FAKELIGHT;
2471 permutation |= SHADERPERMUTATION_DIFFUSE;
2472 if (specularscale > 0)
2473 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2475 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2477 // deluxemapping (light direction texture)
2478 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2481 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2482 permutation |= SHADERPERMUTATION_DIFFUSE;
2483 if (specularscale > 0)
2484 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2486 else if (r_glsl_deluxemapping.integer >= 2)
2488 // fake deluxemapping (uniform light direction in tangentspace)
2489 if (rsurface.uselightmaptexture)
2490 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2492 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2493 permutation |= SHADERPERMUTATION_DIFFUSE;
2494 if (specularscale > 0)
2495 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2497 else if (rsurface.uselightmaptexture)
2499 // ordinary lightmapping (q1bsp, q3bsp)
2500 mode = SHADERMODE_LIGHTMAP;
2504 // ordinary vertex coloring (q3bsp)
2505 mode = SHADERMODE_VERTEXCOLOR;
2507 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2509 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2510 if (r_shadow_bouncegriddirectional)
2511 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2513 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2514 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515 // when using alphatocoverage, we don't need alphakill
2516 if (vid.allowalphatocoverage)
2518 if (r_transparent_alphatocoverage.integer)
2520 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2521 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2524 GL_AlphaToCoverage(false);
2527 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2528 colormod = dummy_colormod;
2529 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2530 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2531 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2532 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2533 switch(vid.renderpath)
2535 case RENDERPATH_D3D9:
2537 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2538 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2539 R_SetupShader_SetPermutationHLSL(mode, permutation);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2541 if (mode == SHADERMODE_LIGHTSOURCE)
2543 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2544 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2548 if (mode == SHADERMODE_LIGHTDIRECTION)
2550 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2553 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2554 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2555 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2556 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2557 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2559 if (mode == SHADERMODE_LIGHTSOURCE)
2561 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2564 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2565 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2567 // additive passes are only darkened by fog, not tinted
2568 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2569 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2573 if (mode == SHADERMODE_FLATCOLOR)
2575 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2577 else if (mode == SHADERMODE_LIGHTDIRECTION)
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2583 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2584 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2585 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2592 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2593 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2595 // additive passes are only darkened by fog, not tinted
2596 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2597 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2599 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2600 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2601 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2603 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2604 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2606 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2607 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2608 if (mode == SHADERMODE_WATER)
2609 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2611 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2612 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2613 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2614 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2615 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2616 if (rsurface.texture->pantstexture)
2617 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2619 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2620 if (rsurface.texture->shirttexture)
2621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2623 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2624 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2625 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2626 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2627 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2628 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2629 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2630 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2631 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2634 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer)
2635 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias / 255)
2636 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2637 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2639 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2640 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2641 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2642 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2643 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2645 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2646 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2647 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2648 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2649 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2650 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2651 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2652 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2653 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2654 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2655 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2656 if (rsurfacepass == RSURFPASS_BACKGROUND)
2658 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2659 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2660 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2664 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2666 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2667 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2668 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2669 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2670 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2672 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2673 if (rsurface.rtlight)
2675 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2676 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2681 case RENDERPATH_D3D10:
2682 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2684 case RENDERPATH_D3D11:
2685 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2687 case RENDERPATH_GL20:
2688 case RENDERPATH_GLES2:
2689 if (!vid.useinterleavedarrays)
2691 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2692 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2693 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2694 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2695 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2696 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2697 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2698 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2702 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2703 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2705 R_SetupShader_SetPermutationGLSL(mode, permutation);
2706 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2707 if (mode == SHADERMODE_LIGHTSOURCE)
2709 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2710 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2711 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2712 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2713 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2714 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2716 // additive passes are only darkened by fog, not tinted
2717 if (r_glsl_permutation->loc_FogColor >= 0)
2718 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2719 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2723 if (mode == SHADERMODE_FLATCOLOR)
2725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2727 else if (mode == SHADERMODE_LIGHTDIRECTION)
2729 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2730 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2731 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2732 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2733 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2734 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2735 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2739 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2740 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2741 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2742 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2743 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2745 // additive passes are only darkened by fog, not tinted
2746 if (r_glsl_permutation->loc_FogColor >= 0)
2748 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2749 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2751 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2753 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2754 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2755 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2756 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2757 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2758 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2759 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2760 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2761 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2763 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2764 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2765 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2766 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2767 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2769 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2770 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2771 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2772 if (r_glsl_permutation->loc_Color_Pants >= 0)
2774 if (rsurface.texture->pantstexture)
2775 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2777 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2779 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2781 if (rsurface.texture->shirttexture)
2782 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2784 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2786 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]);
2787 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2788 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2789 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2790 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2791 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2792 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2793 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2796 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2797 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias / 255);
2798 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]);
2799 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2800 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2801 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2803 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2804 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2805 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2806 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2807 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2808 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2809 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2810 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2811 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2812 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2813 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2814 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2815 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2816 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2817 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2818 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2819 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2820 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2821 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2822 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2823 if (rsurfacepass == RSURFPASS_BACKGROUND)
2825 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);
2826 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);
2827 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);
2831 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);
2833 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2834 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2835 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2836 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2837 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2839 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2840 if (rsurface.rtlight)
2842 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2843 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2846 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2849 case RENDERPATH_GL11:
2850 case RENDERPATH_GL13:
2851 case RENDERPATH_GLES1:
2853 case RENDERPATH_SOFT:
2854 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2855 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2856 R_SetupShader_SetPermutationSoft(mode, permutation);
2857 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2858 if (mode == SHADERMODE_LIGHTSOURCE)
2860 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2867 // additive passes are only darkened by fog, not tinted
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2869 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2873 if (mode == SHADERMODE_FLATCOLOR)
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2877 else if (mode == SHADERMODE_LIGHTDIRECTION)
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2891 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2895 // additive passes are only darkened by fog, not tinted
2896 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2900 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2901 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2903 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2904 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2905 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2906 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2907 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2908 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2910 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2911 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2912 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2913 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2914 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2916 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2918 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2919 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2921 if (rsurface.texture->pantstexture)
2922 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2924 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2926 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2928 if (rsurface.texture->shirttexture)
2929 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2931 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2933 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2934 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2935 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2936 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2937 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2938 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2939 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2940 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2943 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2944 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias / 255);
2945 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2946 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2948 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2949 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2950 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2951 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2952 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2953 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2954 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2955 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2956 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2957 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2958 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2959 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2960 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2961 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2962 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2963 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2964 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2965 if (rsurfacepass == RSURFPASS_BACKGROUND)
2967 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2968 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2969 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2973 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2975 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2976 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2977 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2978 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2979 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2981 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2982 if (rsurface.rtlight)
2984 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2985 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2992 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2994 // select a permutation of the lighting shader appropriate to this
2995 // combination of texture, entity, light source, and fogging, only use the
2996 // minimum features necessary to avoid wasting rendering time in the
2997 // fragment shader on features that are not being used
2998 unsigned int permutation = 0;
2999 unsigned int mode = 0;
3000 const float *lightcolorbase = rtlight->currentcolor;
3001 float ambientscale = rtlight->ambientscale;
3002 float diffusescale = rtlight->diffusescale;
3003 float specularscale = rtlight->specularscale;
3004 // this is the location of the light in view space
3005 vec3_t viewlightorigin;
3006 // this transforms from view space (camera) to light space (cubemap)
3007 matrix4x4_t viewtolight;
3008 matrix4x4_t lighttoview;
3009 float viewtolight16f[16];
3010 float range = 1.0f / r_shadow_deferred_8bitrange.value;
3012 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3013 if (rtlight->currentcubemap != r_texture_whitecube)
3014 permutation |= SHADERPERMUTATION_CUBEFILTER;
3015 if (diffusescale > 0)
3016 permutation |= SHADERPERMUTATION_DIFFUSE;
3017 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3018 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3019 if (r_shadow_usingshadowmap2d)
3021 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3022 if (r_shadow_shadowmapvsdct)
3023 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3025 if (r_shadow_shadowmapsampler)
3026 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3027 if (r_shadow_shadowmappcf > 1)
3028 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3029 else if (r_shadow_shadowmappcf)
3030 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3032 if (vid.allowalphatocoverage)
3033 GL_AlphaToCoverage(false);
3034 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3035 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3036 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3037 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3038 switch(vid.renderpath)
3040 case RENDERPATH_D3D9:
3042 R_SetupShader_SetPermutationHLSL(mode, permutation);
3043 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3045 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3046 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3047 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3049 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3050 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);
3051 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3054 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3055 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3056 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3057 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3058 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3059 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3062 case RENDERPATH_D3D10:
3063 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3065 case RENDERPATH_D3D11:
3066 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3068 case RENDERPATH_GL20:
3069 case RENDERPATH_GLES2:
3070 R_SetupShader_SetPermutationGLSL(mode, permutation);
3071 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3072 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3073 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3074 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3075 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3076 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3077 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3078 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);
3079 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]);
3080 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3082 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3083 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3084 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3085 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3086 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3087 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3089 case RENDERPATH_GL11:
3090 case RENDERPATH_GL13:
3091 case RENDERPATH_GLES1:
3093 case RENDERPATH_SOFT:
3094 R_SetupShader_SetPermutationGLSL(mode, permutation);
3095 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3097 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3098 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3099 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3100 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102 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);
3103 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3106 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3107 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3108 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3109 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3110 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3111 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3116 #define SKINFRAME_HASH 1024
3120 int loadsequence; // incremented each level change
3121 memexpandablearray_t array;
3122 skinframe_t *hash[SKINFRAME_HASH];
3125 r_skinframe_t r_skinframe;
3127 void R_SkinFrame_PrepareForPurge(void)
3129 r_skinframe.loadsequence++;
3130 // wrap it without hitting zero
3131 if (r_skinframe.loadsequence >= 200)
3132 r_skinframe.loadsequence = 1;
3135 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3139 // mark the skinframe as used for the purging code
3140 skinframe->loadsequence = r_skinframe.loadsequence;
3143 void R_SkinFrame_Purge(void)
3147 for (i = 0;i < SKINFRAME_HASH;i++)
3149 for (s = r_skinframe.hash[i];s;s = s->next)
3151 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3153 if (s->merged == s->base)
3155 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3156 R_PurgeTexture(s->stain );s->stain = NULL;
3157 R_PurgeTexture(s->merged);s->merged = NULL;
3158 R_PurgeTexture(s->base );s->base = NULL;
3159 R_PurgeTexture(s->pants );s->pants = NULL;
3160 R_PurgeTexture(s->shirt );s->shirt = NULL;
3161 R_PurgeTexture(s->nmap );s->nmap = NULL;
3162 R_PurgeTexture(s->gloss );s->gloss = NULL;
3163 R_PurgeTexture(s->glow );s->glow = NULL;
3164 R_PurgeTexture(s->fog );s->fog = NULL;
3165 R_PurgeTexture(s->reflect);s->reflect = NULL;
3166 s->loadsequence = 0;
3172 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3174 char basename[MAX_QPATH];
3176 Image_StripImageExtension(name, basename, sizeof(basename));
3178 if( last == NULL ) {
3180 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3181 item = r_skinframe.hash[hashindex];
3186 // linearly search through the hash bucket
3187 for( ; item ; item = item->next ) {
3188 if( !strcmp( item->basename, basename ) ) {
3195 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3199 char basename[MAX_QPATH];
3201 Image_StripImageExtension(name, basename, sizeof(basename));
3203 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3204 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3205 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3209 rtexture_t *dyntexture;
3210 // check whether its a dynamic texture
3211 dyntexture = CL_GetDynTexture( basename );
3212 if (!add && !dyntexture)
3214 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3215 memset(item, 0, sizeof(*item));
3216 strlcpy(item->basename, basename, sizeof(item->basename));
3217 item->base = dyntexture; // either NULL or dyntexture handle
3218 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3219 item->comparewidth = comparewidth;
3220 item->compareheight = compareheight;
3221 item->comparecrc = comparecrc;
3222 item->next = r_skinframe.hash[hashindex];
3223 r_skinframe.hash[hashindex] = item;
3225 else if (textureflags & TEXF_FORCE_RELOAD)
3227 rtexture_t *dyntexture;
3228 // check whether its a dynamic texture
3229 dyntexture = CL_GetDynTexture( basename );
3230 if (!add && !dyntexture)
3232 if (item->merged == item->base)
3233 item->merged = NULL;
3234 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3235 R_PurgeTexture(item->stain );item->stain = NULL;
3236 R_PurgeTexture(item->merged);item->merged = NULL;
3237 R_PurgeTexture(item->base );item->base = NULL;
3238 R_PurgeTexture(item->pants );item->pants = NULL;
3239 R_PurgeTexture(item->shirt );item->shirt = NULL;
3240 R_PurgeTexture(item->nmap );item->nmap = NULL;
3241 R_PurgeTexture(item->gloss );item->gloss = NULL;
3242 R_PurgeTexture(item->glow );item->glow = NULL;
3243 R_PurgeTexture(item->fog );item->fog = NULL;
3244 R_PurgeTexture(item->reflect);item->reflect = NULL;
3245 item->loadsequence = 0;
3247 else if( item->base == NULL )
3249 rtexture_t *dyntexture;
3250 // check whether its a dynamic texture
3251 // 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]
3252 dyntexture = CL_GetDynTexture( basename );
3253 item->base = dyntexture; // either NULL or dyntexture handle
3256 R_SkinFrame_MarkUsed(item);
3260 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3262 unsigned long long avgcolor[5], wsum; \
3270 for(pix = 0; pix < cnt; ++pix) \
3273 for(comp = 0; comp < 3; ++comp) \
3275 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3278 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3280 for(comp = 0; comp < 3; ++comp) \
3281 avgcolor[comp] += getpixel * w; \
3284 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3285 avgcolor[4] += getpixel; \
3287 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3289 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3290 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3291 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3292 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3295 extern cvar_t gl_picmip;
3296 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3299 unsigned char *pixels;
3300 unsigned char *bumppixels;
3301 unsigned char *basepixels = NULL;
3302 int basepixels_width = 0;
3303 int basepixels_height = 0;
3304 skinframe_t *skinframe;
3305 rtexture_t *ddsbase = NULL;
3306 qboolean ddshasalpha = false;
3307 float ddsavgcolor[4];
3308 char basename[MAX_QPATH];
3309 int miplevel = R_PicmipForFlags(textureflags);
3310 int savemiplevel = miplevel;
3313 if (cls.state == ca_dedicated)
3316 // return an existing skinframe if already loaded
3317 // if loading of the first image fails, don't make a new skinframe as it
3318 // would cause all future lookups of this to be missing
3319 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3320 if (skinframe && skinframe->base)
3323 Image_StripImageExtension(name, basename, sizeof(basename));
3325 // check for DDS texture file first
3326 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3328 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3329 if (basepixels == NULL)
3333 // FIXME handle miplevel
3335 if (developer_loading.integer)
3336 Con_Printf("loading skin \"%s\"\n", name);
3338 // we've got some pixels to store, so really allocate this new texture now
3340 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3341 textureflags &= ~TEXF_FORCE_RELOAD;
3342 skinframe->stain = NULL;
3343 skinframe->merged = NULL;
3344 skinframe->base = NULL;
3345 skinframe->pants = NULL;
3346 skinframe->shirt = NULL;
3347 skinframe->nmap = NULL;
3348 skinframe->gloss = NULL;
3349 skinframe->glow = NULL;
3350 skinframe->fog = NULL;
3351 skinframe->reflect = NULL;
3352 skinframe->hasalpha = false;
3356 skinframe->base = ddsbase;
3357 skinframe->hasalpha = ddshasalpha;
3358 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3359 if (r_loadfog && skinframe->hasalpha)
3360 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3361 //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]);
3365 basepixels_width = image_width;
3366 basepixels_height = image_height;
3367 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);
3368 if (textureflags & TEXF_ALPHA)
3370 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3372 if (basepixels[j] < 255)
3374 skinframe->hasalpha = true;
3378 if (r_loadfog && skinframe->hasalpha)
3380 // has transparent pixels
3381 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3382 for (j = 0;j < image_width * image_height * 4;j += 4)
3387 pixels[j+3] = basepixels[j+3];
3389 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3393 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3395 //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]);
3396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3397 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3399 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3405 mymiplevel = savemiplevel;
3406 if (r_loadnormalmap)
3407 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3408 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3410 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3416 // _norm is the name used by tenebrae and has been adopted as standard
3417 if (r_loadnormalmap && skinframe->nmap == NULL)
3419 mymiplevel = savemiplevel;
3420 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3422 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3426 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3428 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3429 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3430 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3432 Mem_Free(bumppixels);
3434 else if (r_shadow_bumpscale_basetexture.value > 0)
3436 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3437 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3438 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3443 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3447 // _luma is supported only for tenebrae compatibility
3448 // _glow is the preferred name
3449 mymiplevel = savemiplevel;
3450 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3452 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%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);
3454 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3455 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3457 Mem_Free(pixels);pixels = NULL;
3460 mymiplevel = savemiplevel;
3461 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3463 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%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);
3465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3466 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3472 mymiplevel = savemiplevel;
3473 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3475 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%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);
3477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3478 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3484 mymiplevel = savemiplevel;
3485 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3487 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%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);
3489 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3490 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3496 mymiplevel = savemiplevel;
3497 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3499 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%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);
3501 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3502 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3509 Mem_Free(basepixels);
3514 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3515 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3518 unsigned char *temp1, *temp2;
3519 skinframe_t *skinframe;
3521 if (cls.state == ca_dedicated)
3524 // if already loaded just return it, otherwise make a new skinframe
3525 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3526 if (skinframe && skinframe->base)
3528 textureflags &= ~TEXF_FORCE_RELOAD;
3530 skinframe->stain = NULL;
3531 skinframe->merged = NULL;
3532 skinframe->base = NULL;
3533 skinframe->pants = NULL;
3534 skinframe->shirt = NULL;
3535 skinframe->nmap = NULL;
3536 skinframe->gloss = NULL;
3537 skinframe->glow = NULL;
3538 skinframe->fog = NULL;
3539 skinframe->reflect = NULL;
3540 skinframe->hasalpha = false;
3542 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3546 if (developer_loading.integer)
3547 Con_Printf("loading 32bit skin \"%s\"\n", name);
3549 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3551 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3552 temp2 = temp1 + width * height * 4;
3553 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3554 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3557 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3558 if (textureflags & TEXF_ALPHA)
3560 for (i = 3;i < width * height * 4;i += 4)
3562 if (skindata[i] < 255)
3564 skinframe->hasalpha = true;
3568 if (r_loadfog && skinframe->hasalpha)
3570 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3571 memcpy(fogpixels, skindata, width * height * 4);
3572 for (i = 0;i < width * height * 4;i += 4)
3573 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3574 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3575 Mem_Free(fogpixels);
3579 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3580 //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]);
3585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3589 skinframe_t *skinframe;
3591 if (cls.state == ca_dedicated)
3594 // if already loaded just return it, otherwise make a new skinframe
3595 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3596 if (skinframe && skinframe->base)
3598 textureflags &= ~TEXF_FORCE_RELOAD;
3600 skinframe->stain = NULL;
3601 skinframe->merged = NULL;
3602 skinframe->base = NULL;
3603 skinframe->pants = NULL;
3604 skinframe->shirt = NULL;
3605 skinframe->nmap = NULL;
3606 skinframe->gloss = NULL;
3607 skinframe->glow = NULL;
3608 skinframe->fog = NULL;
3609 skinframe->reflect = NULL;
3610 skinframe->hasalpha = false;
3612 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3616 if (developer_loading.integer)
3617 Con_Printf("loading quake skin \"%s\"\n", name);
3619 // 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)
3620 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3621 memcpy(skinframe->qpixels, skindata, width*height);
3622 skinframe->qwidth = width;
3623 skinframe->qheight = height;
3626 for (i = 0;i < width * height;i++)
3627 featuresmask |= palette_featureflags[skindata[i]];
3629 skinframe->hasalpha = false;
3630 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3631 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3632 skinframe->qgeneratemerged = true;
3633 skinframe->qgeneratebase = skinframe->qhascolormapping;
3634 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3636 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3637 //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]);
3642 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3646 unsigned char *skindata;
3648 if (!skinframe->qpixels)
3651 if (!skinframe->qhascolormapping)
3652 colormapped = false;
3656 if (!skinframe->qgeneratebase)
3661 if (!skinframe->qgeneratemerged)
3665 width = skinframe->qwidth;
3666 height = skinframe->qheight;
3667 skindata = skinframe->qpixels;
3669 if (skinframe->qgeneratenmap)
3671 unsigned char *temp1, *temp2;
3672 skinframe->qgeneratenmap = false;
3673 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3674 temp2 = temp1 + width * height * 4;
3675 // use either a custom palette or the quake palette
3676 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3677 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3678 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3682 if (skinframe->qgenerateglow)
3684 skinframe->qgenerateglow = false;
3685 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3690 skinframe->qgeneratebase = false;
3691 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%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);
3692 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3693 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3697 skinframe->qgeneratemerged = false;
3698 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);
3701 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3703 Mem_Free(skinframe->qpixels);
3704 skinframe->qpixels = NULL;
3708 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)
3711 skinframe_t *skinframe;
3713 if (cls.state == ca_dedicated)
3716 // if already loaded just return it, otherwise make a new skinframe
3717 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3718 if (skinframe && skinframe->base)
3720 textureflags &= ~TEXF_FORCE_RELOAD;
3722 skinframe->stain = NULL;
3723 skinframe->merged = NULL;
3724 skinframe->base = NULL;
3725 skinframe->pants = NULL;
3726 skinframe->shirt = NULL;
3727 skinframe->nmap = NULL;
3728 skinframe->gloss = NULL;
3729 skinframe->glow = NULL;
3730 skinframe->fog = NULL;
3731 skinframe->reflect = NULL;
3732 skinframe->hasalpha = false;
3734 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3738 if (developer_loading.integer)
3739 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3741 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3742 if (textureflags & TEXF_ALPHA)
3744 for (i = 0;i < width * height;i++)
3746 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3748 skinframe->hasalpha = true;
3752 if (r_loadfog && skinframe->hasalpha)
3753 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3756 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3757 //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]);
3762 skinframe_t *R_SkinFrame_LoadMissing(void)
3764 skinframe_t *skinframe;
3766 if (cls.state == ca_dedicated)
3769 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3770 skinframe->stain = NULL;
3771 skinframe->merged = NULL;
3772 skinframe->base = NULL;
3773 skinframe->pants = NULL;
3774 skinframe->shirt = NULL;
3775 skinframe->nmap = NULL;
3776 skinframe->gloss = NULL;
3777 skinframe->glow = NULL;
3778 skinframe->fog = NULL;
3779 skinframe->reflect = NULL;
3780 skinframe->hasalpha = false;
3782 skinframe->avgcolor[0] = rand() / RAND_MAX;
3783 skinframe->avgcolor[1] = rand() / RAND_MAX;
3784 skinframe->avgcolor[2] = rand() / RAND_MAX;
3785 skinframe->avgcolor[3] = 1;
3790 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3791 typedef struct suffixinfo_s
3794 qboolean flipx, flipy, flipdiagonal;
3797 static suffixinfo_t suffix[3][6] =
3800 {"px", false, false, false},
3801 {"nx", false, false, false},
3802 {"py", false, false, false},
3803 {"ny", false, false, false},
3804 {"pz", false, false, false},
3805 {"nz", false, false, false}
3808 {"posx", false, false, false},
3809 {"negx", false, false, false},
3810 {"posy", false, false, false},
3811 {"negy", false, false, false},
3812 {"posz", false, false, false},
3813 {"negz", false, false, false}
3816 {"rt", true, false, true},
3817 {"lf", false, true, true},
3818 {"ft", true, true, false},
3819 {"bk", false, false, false},
3820 {"up", true, false, true},
3821 {"dn", true, false, true}
3825 static int componentorder[4] = {0, 1, 2, 3};
3827 rtexture_t *R_LoadCubemap(const char *basename)
3829 int i, j, cubemapsize;
3830 unsigned char *cubemappixels, *image_buffer;
3831 rtexture_t *cubemaptexture;
3833 // must start 0 so the first loadimagepixels has no requested width/height
3835 cubemappixels = NULL;
3836 cubemaptexture = NULL;
3837 // keep trying different suffix groups (posx, px, rt) until one loads
3838 for (j = 0;j < 3 && !cubemappixels;j++)
3840 // load the 6 images in the suffix group
3841 for (i = 0;i < 6;i++)
3843 // generate an image name based on the base and and suffix
3844 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3846 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3848 // an image loaded, make sure width and height are equal
3849 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3851 // if this is the first image to load successfully, allocate the cubemap memory
3852 if (!cubemappixels && image_width >= 1)
3854 cubemapsize = image_width;
3855 // note this clears to black, so unavailable sides are black
3856 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3858 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3860 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);
3863 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3865 Mem_Free(image_buffer);
3869 // if a cubemap loaded, upload it
3872 if (developer_loading.integer)
3873 Con_Printf("loading cubemap \"%s\"\n", basename);
3875 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);
3876 Mem_Free(cubemappixels);
3880 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3881 if (developer_loading.integer)
3883 Con_Printf("(tried tried images ");
3884 for (j = 0;j < 3;j++)
3885 for (i = 0;i < 6;i++)
3886 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3887 Con_Print(" and was unable to find any of them).\n");
3890 return cubemaptexture;
3893 rtexture_t *R_GetCubemap(const char *basename)
3896 for (i = 0;i < r_texture_numcubemaps;i++)
3897 if (r_texture_cubemaps[i] != NULL)
3898 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3899 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3900 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3901 return r_texture_whitecube;
3902 r_texture_numcubemaps++;
3903 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3904 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3905 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3906 return r_texture_cubemaps[i]->texture;
3909 void R_FreeCubemap(const char *basename)
3913 for (i = 0;i < r_texture_numcubemaps;i++)
3915 if (r_texture_cubemaps[i] != NULL)
3917 if (r_texture_cubemaps[i]->texture)
3919 if (developer_loading.integer)
3920 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3921 R_FreeTexture(r_texture_cubemaps[i]->texture);
3922 Mem_Free(r_texture_cubemaps[i]);
3923 r_texture_cubemaps[i] = NULL;
3929 void R_FreeCubemaps(void)
3932 for (i = 0;i < r_texture_numcubemaps;i++)
3934 if (developer_loading.integer)
3935 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3936 if (r_texture_cubemaps[i] != NULL)
3938 if (r_texture_cubemaps[i]->texture)
3939 R_FreeTexture(r_texture_cubemaps[i]->texture);
3940 Mem_Free(r_texture_cubemaps[i]);
3943 r_texture_numcubemaps = 0;
3946 void R_Main_FreeViewCache(void)
3948 if (r_refdef.viewcache.entityvisible)
3949 Mem_Free(r_refdef.viewcache.entityvisible);
3950 if (r_refdef.viewcache.world_pvsbits)
3951 Mem_Free(r_refdef.viewcache.world_pvsbits);
3952 if (r_refdef.viewcache.world_leafvisible)
3953 Mem_Free(r_refdef.viewcache.world_leafvisible);
3954 if (r_refdef.viewcache.world_surfacevisible)
3955 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3956 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3959 void R_Main_ResizeViewCache(void)
3961 int numentities = r_refdef.scene.numentities;
3962 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3963 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3964 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3965 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3966 if (r_refdef.viewcache.maxentities < numentities)
3968 r_refdef.viewcache.maxentities = numentities;
3969 if (r_refdef.viewcache.entityvisible)
3970 Mem_Free(r_refdef.viewcache.entityvisible);
3971 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3973 if (r_refdef.viewcache.world_numclusters != numclusters)
3975 r_refdef.viewcache.world_numclusters = numclusters;
3976 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3977 if (r_refdef.viewcache.world_pvsbits)
3978 Mem_Free(r_refdef.viewcache.world_pvsbits);
3979 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3981 if (r_refdef.viewcache.world_numleafs != numleafs)
3983 r_refdef.viewcache.world_numleafs = numleafs;
3984 if (r_refdef.viewcache.world_leafvisible)
3985 Mem_Free(r_refdef.viewcache.world_leafvisible);
3986 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3988 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3990 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3991 if (r_refdef.viewcache.world_surfacevisible)
3992 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3993 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3997 extern rtexture_t *loadingscreentexture;
3998 void gl_main_start(void)
4000 loadingscreentexture = NULL;
4001 r_texture_blanknormalmap = NULL;
4002 r_texture_white = NULL;
4003 r_texture_grey128 = NULL;
4004 r_texture_black = NULL;
4005 r_texture_whitecube = NULL;
4006 r_texture_normalizationcube = NULL;
4007 r_texture_fogattenuation = NULL;
4008 r_texture_fogheighttexture = NULL;
4009 r_texture_gammaramps = NULL;
4010 r_texture_numcubemaps = 0;
4012 r_loaddds = r_texture_dds_load.integer != 0;
4013 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4015 switch(vid.renderpath)
4017 case RENDERPATH_GL20:
4018 case RENDERPATH_D3D9:
4019 case RENDERPATH_D3D10:
4020 case RENDERPATH_D3D11:
4021 case RENDERPATH_SOFT:
4022 case RENDERPATH_GLES2:
4023 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024 Cvar_SetValueQuick(&gl_combine, 1);
4025 Cvar_SetValueQuick(&r_glsl, 1);
4026 r_loadnormalmap = true;
4030 case RENDERPATH_GL13:
4031 case RENDERPATH_GLES1:
4032 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4033 Cvar_SetValueQuick(&gl_combine, 1);
4034 Cvar_SetValueQuick(&r_glsl, 0);
4035 r_loadnormalmap = false;
4036 r_loadgloss = false;
4039 case RENDERPATH_GL11:
4040 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041 Cvar_SetValueQuick(&gl_combine, 0);
4042 Cvar_SetValueQuick(&r_glsl, 0);
4043 r_loadnormalmap = false;
4044 r_loadgloss = false;
4050 R_FrameData_Reset();
4054 memset(r_queries, 0, sizeof(r_queries));
4056 r_qwskincache = NULL;
4057 r_qwskincache_size = 0;
4059 // due to caching of texture_t references, the collision cache must be reset
4060 Collision_Cache_Reset(true);
4062 // set up r_skinframe loading system for textures
4063 memset(&r_skinframe, 0, sizeof(r_skinframe));
4064 r_skinframe.loadsequence = 1;
4065 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4067 r_main_texturepool = R_AllocTexturePool();
4068 R_BuildBlankTextures();
4070 if (vid.support.arb_texture_cube_map)
4073 R_BuildNormalizationCube();
4075 r_texture_fogattenuation = NULL;
4076 r_texture_fogheighttexture = NULL;
4077 r_texture_gammaramps = NULL;
4078 //r_texture_fogintensity = NULL;
4079 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4080 memset(&r_waterstate, 0, sizeof(r_waterstate));
4081 r_glsl_permutation = NULL;
4082 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4083 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4084 glslshaderstring = NULL;
4086 r_hlsl_permutation = NULL;
4087 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4088 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4090 hlslshaderstring = NULL;
4091 memset(&r_svbsp, 0, sizeof (r_svbsp));
4093 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4094 r_texture_numcubemaps = 0;
4096 r_refdef.fogmasktable_density = 0;
4099 void gl_main_shutdown(void)
4102 R_FrameData_Reset();
4104 R_Main_FreeViewCache();
4106 switch(vid.renderpath)
4108 case RENDERPATH_GL11:
4109 case RENDERPATH_GL13:
4110 case RENDERPATH_GL20:
4111 case RENDERPATH_GLES1:
4112 case RENDERPATH_GLES2:
4113 #ifdef GL_SAMPLES_PASSED_ARB
4115 qglDeleteQueriesARB(r_maxqueries, r_queries);
4118 case RENDERPATH_D3D9:
4119 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4121 case RENDERPATH_D3D10:
4122 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4124 case RENDERPATH_D3D11:
4125 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4127 case RENDERPATH_SOFT:
4133 memset(r_queries, 0, sizeof(r_queries));
4135 r_qwskincache = NULL;
4136 r_qwskincache_size = 0;
4138 // clear out the r_skinframe state
4139 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4140 memset(&r_skinframe, 0, sizeof(r_skinframe));
4143 Mem_Free(r_svbsp.nodes);
4144 memset(&r_svbsp, 0, sizeof (r_svbsp));
4145 R_FreeTexturePool(&r_main_texturepool);
4146 loadingscreentexture = NULL;
4147 r_texture_blanknormalmap = NULL;
4148 r_texture_white = NULL;
4149 r_texture_grey128 = NULL;
4150 r_texture_black = NULL;
4151 r_texture_whitecube = NULL;
4152 r_texture_normalizationcube = NULL;
4153 r_texture_fogattenuation = NULL;
4154 r_texture_fogheighttexture = NULL;
4155 r_texture_gammaramps = NULL;
4156 r_texture_numcubemaps = 0;
4157 //r_texture_fogintensity = NULL;
4158 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4159 memset(&r_waterstate, 0, sizeof(r_waterstate));
4162 r_glsl_permutation = NULL;
4163 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4164 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4165 glslshaderstring = NULL;
4167 r_hlsl_permutation = NULL;
4168 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4169 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4171 hlslshaderstring = NULL;
4174 extern void CL_ParseEntityLump(char *entitystring);
4175 void gl_main_newmap(void)
4177 // FIXME: move this code to client
4178 char *entities, entname[MAX_QPATH];
4180 Mem_Free(r_qwskincache);
4181 r_qwskincache = NULL;
4182 r_qwskincache_size = 0;
4185 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4186 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4188 CL_ParseEntityLump(entities);
4192 if (cl.worldmodel->brush.entities)
4193 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4195 R_Main_FreeViewCache();
4197 R_FrameData_Reset();
4200 void GL_Main_Init(void)
4202 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4204 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4205 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4206 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4207 if (gamemode == GAME_NEHAHRA)
4209 Cvar_RegisterVariable (&gl_fogenable);
4210 Cvar_RegisterVariable (&gl_fogdensity);
4211 Cvar_RegisterVariable (&gl_fogred);
4212 Cvar_RegisterVariable (&gl_foggreen);
4213 Cvar_RegisterVariable (&gl_fogblue);
4214 Cvar_RegisterVariable (&gl_fogstart);
4215 Cvar_RegisterVariable (&gl_fogend);
4216 Cvar_RegisterVariable (&gl_skyclip);
4218 Cvar_RegisterVariable(&r_motionblur);
4219 Cvar_RegisterVariable(&r_damageblur);
4220 Cvar_RegisterVariable(&r_motionblur_averaging);
4221 Cvar_RegisterVariable(&r_motionblur_randomize);
4222 Cvar_RegisterVariable(&r_motionblur_minblur);
4223 Cvar_RegisterVariable(&r_motionblur_maxblur);
4224 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4225 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4226 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4227 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4228 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4229 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4230 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4231 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4232 Cvar_RegisterVariable(&r_equalize_entities_by);
4233 Cvar_RegisterVariable(&r_equalize_entities_to);
4234 Cvar_RegisterVariable(&r_depthfirst);
4235 Cvar_RegisterVariable(&r_useinfinitefarclip);
4236 Cvar_RegisterVariable(&r_farclip_base);
4237 Cvar_RegisterVariable(&r_farclip_world);
4238 Cvar_RegisterVariable(&r_nearclip);
4239 Cvar_RegisterVariable(&r_deformvertexes);
4240 Cvar_RegisterVariable(&r_transparent);
4241 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4242 Cvar_RegisterVariable(&r_showoverdraw);
4243 Cvar_RegisterVariable(&r_showbboxes);
4244 Cvar_RegisterVariable(&r_showsurfaces);
4245 Cvar_RegisterVariable(&r_showtris);
4246 Cvar_RegisterVariable(&r_shownormals);
4247 Cvar_RegisterVariable(&r_showlighting);
4248 Cvar_RegisterVariable(&r_showshadowvolumes);
4249 Cvar_RegisterVariable(&r_showcollisionbrushes);
4250 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4251 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4252 Cvar_RegisterVariable(&r_showdisabledepthtest);
4253 Cvar_RegisterVariable(&r_drawportals);
4254 Cvar_RegisterVariable(&r_drawentities);
4255 Cvar_RegisterVariable(&r_draw2d);
4256 Cvar_RegisterVariable(&r_drawworld);
4257 Cvar_RegisterVariable(&r_cullentities_trace);
4258 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4259 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4260 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4261 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4262 Cvar_RegisterVariable(&r_sortentities);
4263 Cvar_RegisterVariable(&r_drawviewmodel);
4264 Cvar_RegisterVariable(&r_drawexteriormodel);
4265 Cvar_RegisterVariable(&r_speeds);
4266 Cvar_RegisterVariable(&r_fullbrights);
4267 Cvar_RegisterVariable(&r_wateralpha);
4268 Cvar_RegisterVariable(&r_dynamic);
4269 Cvar_RegisterVariable(&r_fakelight);
4270 Cvar_RegisterVariable(&r_fakelight_intensity);
4271 Cvar_RegisterVariable(&r_fullbright);
4272 Cvar_RegisterVariable(&r_shadows);
4273 Cvar_RegisterVariable(&r_shadows_darken);
4274 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4275 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4276 Cvar_RegisterVariable(&r_shadows_throwdistance);
4277 Cvar_RegisterVariable(&r_shadows_throwdirection);
4278 Cvar_RegisterVariable(&r_shadows_focus);
4279 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4280 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4281 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4282 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4283 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4284 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4285 Cvar_RegisterVariable(&r_fog_exp2);
4286 Cvar_RegisterVariable(&r_fog_clear);
4287 Cvar_RegisterVariable(&r_drawfog);
4288 Cvar_RegisterVariable(&r_transparentdepthmasking);
4289 Cvar_RegisterVariable(&r_transparent_sortmindist);
4290 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4291 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4292 Cvar_RegisterVariable(&r_texture_dds_load);
4293 Cvar_RegisterVariable(&r_texture_dds_save);
4294 Cvar_RegisterVariable(&r_textureunits);
4295 Cvar_RegisterVariable(&gl_combine);
4296 Cvar_RegisterVariable(&r_viewfbo);
4297 Cvar_RegisterVariable(&r_viewscale);
4298 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4299 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4300 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4301 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4302 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4303 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4304 Cvar_RegisterVariable(&r_glsl);
4305 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4306 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4307 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4308 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4309 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4310 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4311 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4312 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4313 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4314 Cvar_RegisterVariable(&r_glsl_postprocess);
4315 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4316 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4317 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4318 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4319 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4320 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4321 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4322 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4324 Cvar_RegisterVariable(&r_water);
4325 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4326 Cvar_RegisterVariable(&r_water_clippingplanebias);
4327 Cvar_RegisterVariable(&r_water_refractdistort);
4328 Cvar_RegisterVariable(&r_water_reflectdistort);
4329 Cvar_RegisterVariable(&r_water_scissormode);
4330 Cvar_RegisterVariable(&r_water_lowquality);
4332 Cvar_RegisterVariable(&r_lerpsprites);
4333 Cvar_RegisterVariable(&r_lerpmodels);
4334 Cvar_RegisterVariable(&r_lerplightstyles);
4335 Cvar_RegisterVariable(&r_waterscroll);
4336 Cvar_RegisterVariable(&r_bloom);
4337 Cvar_RegisterVariable(&r_bloom_colorscale);
4338 Cvar_RegisterVariable(&r_bloom_brighten);
4339 Cvar_RegisterVariable(&r_bloom_blur);
4340 Cvar_RegisterVariable(&r_bloom_resolution);
4341 Cvar_RegisterVariable(&r_bloom_colorexponent);
4342 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4343 Cvar_RegisterVariable(&r_hdr);
4344 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4345 Cvar_RegisterVariable(&r_hdr_glowintensity);
4346 Cvar_RegisterVariable(&r_hdr_range);
4347 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4348 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4349 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4350 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4351 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4352 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4353 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4354 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4355 Cvar_RegisterVariable(&developer_texturelogging);
4356 Cvar_RegisterVariable(&gl_lightmaps);
4357 Cvar_RegisterVariable(&r_test);
4358 Cvar_RegisterVariable(&r_glsl_saturation);
4359 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4360 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4361 Cvar_RegisterVariable(&r_framedatasize);
4362 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4363 Cvar_SetValue("r_fullbrights", 0);
4364 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4367 extern void R_Textures_Init(void);
4368 extern void GL_Draw_Init(void);
4369 extern void GL_Main_Init(void);
4370 extern void R_Shadow_Init(void);
4371 extern void R_Sky_Init(void);
4372 extern void GL_Surf_Init(void);
4373 extern void R_Particles_Init(void);
4374 extern void R_Explosion_Init(void);
4375 extern void gl_backend_init(void);
4376 extern void Sbar_Init(void);
4377 extern void R_LightningBeams_Init(void);
4378 extern void Mod_RenderInit(void);
4379 extern void Font_Init(void);
4381 void Render_Init(void)
4394 R_LightningBeams_Init();
4404 extern char *ENGINE_EXTENSIONS;
4407 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4408 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4409 gl_version = (const char *)qglGetString(GL_VERSION);
4410 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4414 if (!gl_platformextensions)
4415 gl_platformextensions = "";
4417 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4418 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4419 Con_Printf("GL_VERSION: %s\n", gl_version);
4420 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4421 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4423 VID_CheckExtensions();
4425 // LordHavoc: report supported extensions
4426 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4428 // clear to black (loading plaque will be seen over this)
4429 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4433 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4437 if (r_trippy.integer)
4439 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4441 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4444 p = r_refdef.view.frustum + i;
4449 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4457 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4461 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4465 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4469 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4473 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4477 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4485 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4489 if (r_trippy.integer)
4491 for (i = 0;i < numplanes;i++)
4498 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4502 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4506 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4510 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4514 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4518 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4522 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4526 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4534 //==================================================================================
4536 // LordHavoc: this stores temporary data used within the same frame
4538 typedef struct r_framedata_mem_s
4540 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4541 size_t size; // how much usable space
4542 size_t current; // how much space in use
4543 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4544 size_t wantedsize; // how much space was allocated
4545 unsigned char *data; // start of real data (16byte aligned)
4549 static r_framedata_mem_t *r_framedata_mem;
4551 void R_FrameData_Reset(void)
4553 while (r_framedata_mem)
4555 r_framedata_mem_t *next = r_framedata_mem->purge;
4556 Mem_Free(r_framedata_mem);
4557 r_framedata_mem = next;
4561 void R_FrameData_Resize(void)
4564 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4565 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4566 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4568 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4569 newmem->wantedsize = wantedsize;
4570 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4571 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4572 newmem->current = 0;
4574 newmem->purge = r_framedata_mem;
4575 r_framedata_mem = newmem;
4579 void R_FrameData_NewFrame(void)
4581 R_FrameData_Resize();
4582 if (!r_framedata_mem)
4584 // if we ran out of space on the last frame, free the old memory now
4585 while (r_framedata_mem->purge)
4587 // repeatedly remove the second item in the list, leaving only head
4588 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4589 Mem_Free(r_framedata_mem->purge);
4590 r_framedata_mem->purge = next;
4592 // reset the current mem pointer
4593 r_framedata_mem->current = 0;
4594 r_framedata_mem->mark = 0;
4597 void *R_FrameData_Alloc(size_t size)
4601 // align to 16 byte boundary - the data pointer is already aligned, so we
4602 // only need to ensure the size of every allocation is also aligned
4603 size = (size + 15) & ~15;
4605 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4607 // emergency - we ran out of space, allocate more memory
4608 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4609 R_FrameData_Resize();
4612 data = r_framedata_mem->data + r_framedata_mem->current;
4613 r_framedata_mem->current += size;
4615 // count the usage for stats
4616 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4617 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4619 return (void *)data;
4622 void *R_FrameData_Store(size_t size, void *data)
4624 void *d = R_FrameData_Alloc(size);
4626 memcpy(d, data, size);
4630 void R_FrameData_SetMark(void)
4632 if (!r_framedata_mem)
4634 r_framedata_mem->mark = r_framedata_mem->current;
4637 void R_FrameData_ReturnToMark(void)
4639 if (!r_framedata_mem)
4641 r_framedata_mem->current = r_framedata_mem->mark;
4644 //==================================================================================
4646 // LordHavoc: animcache originally written by Echon, rewritten since then
4649 * Animation cache prevents re-generating mesh data for an animated model
4650 * multiple times in one frame for lighting, shadowing, reflections, etc.
4653 void R_AnimCache_Free(void)
4657 void R_AnimCache_ClearCache(void)
4660 entity_render_t *ent;
4662 for (i = 0;i < r_refdef.scene.numentities;i++)
4664 ent = r_refdef.scene.entities[i];
4665 ent->animcache_vertex3f = NULL;
4666 ent->animcache_normal3f = NULL;
4667 ent->animcache_svector3f = NULL;
4668 ent->animcache_tvector3f = NULL;
4669 ent->animcache_vertexmesh = NULL;
4670 ent->animcache_vertex3fbuffer = NULL;
4671 ent->animcache_vertexmeshbuffer = NULL;
4675 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4679 // check if we need the meshbuffers
4680 if (!vid.useinterleavedarrays)
4683 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4684 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4685 // TODO: upload vertex3f buffer?
4686 if (ent->animcache_vertexmesh)
4688 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4689 for (i = 0;i < numvertices;i++)
4690 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4691 if (ent->animcache_svector3f)
4692 for (i = 0;i < numvertices;i++)
4693 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4694 if (ent->animcache_tvector3f)
4695 for (i = 0;i < numvertices;i++)
4696 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4697 if (ent->animcache_normal3f)
4698 for (i = 0;i < numvertices;i++)
4699 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4700 // TODO: upload vertexmeshbuffer?
4704 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4706 dp_model_t *model = ent->model;
4708 // see if it's already cached this frame
4709 if (ent->animcache_vertex3f)
4711 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4712 if (wantnormals || wanttangents)
4714 if (ent->animcache_normal3f)
4715 wantnormals = false;
4716 if (ent->animcache_svector3f)
4717 wanttangents = false;
4718 if (wantnormals || wanttangents)
4720 numvertices = model->surfmesh.num_vertices;
4722 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4728 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4729 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4735 // see if this ent is worth caching
4736 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4738 // get some memory for this entity and generate mesh data
4739 numvertices = model->surfmesh.num_vertices;
4740 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4742 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4745 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4746 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4748 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4749 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4754 void R_AnimCache_CacheVisibleEntities(void)
4757 qboolean wantnormals = true;
4758 qboolean wanttangents = !r_showsurfaces.integer;
4760 switch(vid.renderpath)
4762 case RENDERPATH_GL20:
4763 case RENDERPATH_D3D9:
4764 case RENDERPATH_D3D10:
4765 case RENDERPATH_D3D11:
4766 case RENDERPATH_GLES2:
4768 case RENDERPATH_GL11:
4769 case RENDERPATH_GL13:
4770 case RENDERPATH_GLES1:
4771 wanttangents = false;
4773 case RENDERPATH_SOFT:
4777 if (r_shownormals.integer)
4778 wanttangents = wantnormals = true;
4780 // TODO: thread this
4781 // NOTE: R_PrepareRTLights() also caches entities
4783 for (i = 0;i < r_refdef.scene.numentities;i++)
4784 if (r_refdef.viewcache.entityvisible[i])
4785 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4788 //==================================================================================
4790 extern cvar_t r_overheadsprites_pushback;
4792 static void R_View_UpdateEntityLighting (void)
4795 entity_render_t *ent;
4796 vec3_t tempdiffusenormal, avg;
4797 vec_t f, fa, fd, fdd;
4798 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4800 for (i = 0;i < r_refdef.scene.numentities;i++)
4802 ent = r_refdef.scene.entities[i];
4804 // skip unseen models
4805 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
4809 if (ent->model && ent->model->brush.num_leafs)
4811 // TODO: use modellight for r_ambient settings on world?
4812 VectorSet(ent->modellight_ambient, 0, 0, 0);
4813 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4814 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4818 // fetch the lighting from the worldmodel data
4819 VectorClear(ent->modellight_ambient);
4820 VectorClear(ent->modellight_diffuse);
4821 VectorClear(tempdiffusenormal);
4822 if (ent->flags & RENDER_LIGHT)
4825 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4827 // complete lightning for lit sprites
4828 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4829 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4831 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4832 org[2] = org[2] + r_overheadsprites_pushback.value;
4833 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4836 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4838 if(ent->flags & RENDER_EQUALIZE)
4840 // first fix up ambient lighting...
4841 if(r_equalize_entities_minambient.value > 0)
4843 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4846 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4847 if(fa < r_equalize_entities_minambient.value * fd)
4850 // fa'/fd' = minambient
4851 // fa'+0.25*fd' = fa+0.25*fd
4853 // fa' = fd' * minambient
4854 // fd'*(0.25+minambient) = fa+0.25*fd
4856 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4857 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4859 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4860 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4861 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4862 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4867 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4869 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4870 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4874 // adjust brightness and saturation to target
4875 avg[0] = avg[1] = avg[2] = fa / f;
4876 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4877 avg[0] = avg[1] = avg[2] = fd / f;
4878 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4884 VectorSet(ent->modellight_ambient, 1, 1, 1);
4886 // move the light direction into modelspace coordinates for lighting code
4887 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4888 if(VectorLength2(ent->modellight_lightdir) == 0)
4889 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4890 VectorNormalize(ent->modellight_lightdir);
4894 #define MAX_LINEOFSIGHTTRACES 64
4896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4899 vec3_t boxmins, boxmaxs;
4902 dp_model_t *model = r_refdef.scene.worldmodel;
4904 if (!model || !model->brush.TraceLineOfSight)
4907 // expand the box a little
4908 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4909 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4910 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4911 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4912 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4913 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4915 // return true if eye is inside enlarged box
4916 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4920 VectorCopy(eye, start);
4921 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4922 if (model->brush.TraceLineOfSight(model, start, end))
4925 // try various random positions
4926 for (i = 0;i < numsamples;i++)
4928 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4929 if (model->brush.TraceLineOfSight(model, start, end))
4937 static void R_View_UpdateEntityVisible (void)
4942 entity_render_t *ent;
4944 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4945 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4946 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4947 : RENDER_EXTERIORMODEL;
4948 if (!r_drawviewmodel.integer)
4949 renderimask |= RENDER_VIEWMODEL;
4950 if (!r_drawexteriormodel.integer)
4951 renderimask |= RENDER_EXTERIORMODEL;
4952 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4954 // worldmodel can check visibility
4955 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4956 for (i = 0;i < r_refdef.scene.numentities;i++)
4958 ent = r_refdef.scene.entities[i];
4959 if (!(ent->flags & renderimask))
4960 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)))
4961 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4962 r_refdef.viewcache.entityvisible[i] = true;
4967 // no worldmodel or it can't check visibility
4968 for (i = 0;i < r_refdef.scene.numentities;i++)
4970 ent = r_refdef.scene.entities[i];
4971 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4974 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4975 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4977 for (i = 0;i < r_refdef.scene.numentities;i++)
4979 if (!r_refdef.viewcache.entityvisible[i])
4981 ent = r_refdef.scene.entities[i];
4982 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4984 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4986 continue; // temp entities do pvs only
4987 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4988 ent->last_trace_visibility = realtime;
4989 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4990 r_refdef.viewcache.entityvisible[i] = 0;
4996 /// only used if skyrendermasked, and normally returns false
4997 int R_DrawBrushModelsSky (void)
5000 entity_render_t *ent;
5003 for (i = 0;i < r_refdef.scene.numentities;i++)
5005 if (!r_refdef.viewcache.entityvisible[i])
5007 ent = r_refdef.scene.entities[i];
5008 if (!ent->model || !ent->model->DrawSky)
5010 ent->model->DrawSky(ent);
5016 static void R_DrawNoModel(entity_render_t *ent);
5017 static void R_DrawModels(void)
5020 entity_render_t *ent;
5022 for (i = 0;i < r_refdef.scene.numentities;i++)
5024 if (!r_refdef.viewcache.entityvisible[i])
5026 ent = r_refdef.scene.entities[i];
5027 r_refdef.stats.entities++;
5029 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5032 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5033 Con_Printf("R_DrawModels\n");
5034 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]);
5035 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);
5036 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);
5039 if (ent->model && ent->model->Draw != NULL)
5040 ent->model->Draw(ent);
5046 static void R_DrawModelsDepth(void)
5049 entity_render_t *ent;
5051 for (i = 0;i < r_refdef.scene.numentities;i++)
5053 if (!r_refdef.viewcache.entityvisible[i])
5055 ent = r_refdef.scene.entities[i];
5056 if (ent->model && ent->model->DrawDepth != NULL)
5057 ent->model->DrawDepth(ent);
5061 static void R_DrawModelsDebug(void)
5064 entity_render_t *ent;
5066 for (i = 0;i < r_refdef.scene.numentities;i++)
5068 if (!r_refdef.viewcache.entityvisible[i])
5070 ent = r_refdef.scene.entities[i];
5071 if (ent->model && ent->model->DrawDebug != NULL)
5072 ent->model->DrawDebug(ent);
5076 static void R_DrawModelsAddWaterPlanes(void)
5079 entity_render_t *ent;
5081 for (i = 0;i < r_refdef.scene.numentities;i++)
5083 if (!r_refdef.viewcache.entityvisible[i])
5085 ent = r_refdef.scene.entities[i];
5086 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5087 ent->model->DrawAddWaterPlanes(ent);
5091 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5093 if (r_hdr_irisadaptation.integer)
5097 vec3_t diffusenormal;
5101 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5103 brightness = max(0.0000001f, brightness);
5104 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5105 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5106 current = r_hdr_irisadaptation_value.value;
5108 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5109 else if (current > goal)
5110 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5111 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5112 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5114 else if (r_hdr_irisadaptation_value.value != 1.0f)
5115 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5118 static void R_View_SetFrustum(const int *scissor)
5121 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5122 vec3_t forward, left, up, origin, v;
5126 // flipped x coordinates (because x points left here)
5127 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5128 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5130 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5131 switch(vid.renderpath)
5133 case RENDERPATH_D3D9:
5134 case RENDERPATH_D3D10:
5135 case RENDERPATH_D3D11:
5136 // non-flipped y coordinates
5137 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5138 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5140 case RENDERPATH_SOFT:
5141 case RENDERPATH_GL11:
5142 case RENDERPATH_GL13:
5143 case RENDERPATH_GL20:
5144 case RENDERPATH_GLES1:
5145 case RENDERPATH_GLES2:
5146 // non-flipped y coordinates
5147 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5148 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5153 // we can't trust r_refdef.view.forward and friends in reflected scenes
5154 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5157 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5158 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5159 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5160 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5161 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5162 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5163 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5164 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5165 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5166 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5167 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5168 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5172 zNear = r_refdef.nearclip;
5173 nudge = 1.0 - 1.0 / (1<<23);
5174 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5175 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5176 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5177 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5178 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5179 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5180 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5181 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5187 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5188 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5189 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5190 r_refdef.view.frustum[0].dist = m[15] - m[12];
5192 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5193 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5194 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5195 r_refdef.view.frustum[1].dist = m[15] + m[12];
5197 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5198 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5199 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5200 r_refdef.view.frustum[2].dist = m[15] - m[13];
5202 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5203 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5204 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5205 r_refdef.view.frustum[3].dist = m[15] + m[13];
5207 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5208 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5209 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5210 r_refdef.view.frustum[4].dist = m[15] - m[14];
5212 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5213 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5214 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5215 r_refdef.view.frustum[5].dist = m[15] + m[14];
5218 if (r_refdef.view.useperspective)
5220 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5221 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]);
5222 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]);
5223 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]);
5224 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]);
5226 // then the normals from the corners relative to origin
5227 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5228 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5229 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5230 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5232 // in a NORMAL view, forward cross left == up
5233 // in a REFLECTED view, forward cross left == down
5234 // so our cross products above need to be adjusted for a left handed coordinate system
5235 CrossProduct(forward, left, v);
5236 if(DotProduct(v, up) < 0)
5238 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5239 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5240 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5241 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5244 // Leaving those out was a mistake, those were in the old code, and they
5245 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5246 // I couldn't reproduce it after adding those normalizations. --blub
5247 VectorNormalize(r_refdef.view.frustum[0].normal);
5248 VectorNormalize(r_refdef.view.frustum[1].normal);
5249 VectorNormalize(r_refdef.view.frustum[2].normal);
5250 VectorNormalize(r_refdef.view.frustum[3].normal);
5252 // make the corners absolute
5253 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5254 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5255 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5256 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5259 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5261 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5262 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5263 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5264 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5265 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5269 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5270 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5271 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5272 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5273 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5274 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5275 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5276 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5277 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5278 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5280 r_refdef.view.numfrustumplanes = 5;
5282 if (r_refdef.view.useclipplane)
5284 r_refdef.view.numfrustumplanes = 6;
5285 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5288 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5289 PlaneClassify(r_refdef.view.frustum + i);
5291 // LordHavoc: note to all quake engine coders, Quake had a special case
5292 // for 90 degrees which assumed a square view (wrong), so I removed it,
5293 // Quake2 has it disabled as well.
5295 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5296 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5297 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5298 //PlaneClassify(&frustum[0]);
5300 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5301 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5302 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5303 //PlaneClassify(&frustum[1]);
5305 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5306 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5307 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5308 //PlaneClassify(&frustum[2]);
5310 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5311 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5312 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5313 //PlaneClassify(&frustum[3]);
5316 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5317 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5318 //PlaneClassify(&frustum[4]);
5321 void R_View_UpdateWithScissor(const int *myscissor)
5323 R_Main_ResizeViewCache();
5324 R_View_SetFrustum(myscissor);
5325 R_View_WorldVisibility(r_refdef.view.useclipplane);
5326 R_View_UpdateEntityVisible();
5327 R_View_UpdateEntityLighting();
5330 void R_View_Update(void)
5332 R_Main_ResizeViewCache();
5333 R_View_SetFrustum(NULL);
5334 R_View_WorldVisibility(r_refdef.view.useclipplane);
5335 R_View_UpdateEntityVisible();
5336 R_View_UpdateEntityLighting();
5339 float viewscalefpsadjusted = 1.0f;
5341 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5343 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5344 scale = bound(0.03125f, scale, 1.0f);
5345 *outwidth = (int)ceil(width * scale);
5346 *outheight = (int)ceil(height * scale);
5349 void R_Mesh_SetMainRenderTargets(void)
5351 if (r_bloomstate.fbo_framebuffer)
5352 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5354 R_Mesh_ResetRenderTargets();
5357 void R_SetupView(qboolean allowwaterclippingplane)
5359 const float *customclipplane = NULL;
5361 int scaledwidth, scaledheight;
5362 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5364 // LordHavoc: couldn't figure out how to make this approach the
5365 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5366 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5367 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5368 dist = r_refdef.view.clipplane.dist;
5369 plane[0] = r_refdef.view.clipplane.normal[0];
5370 plane[1] = r_refdef.view.clipplane.normal[1];
5371 plane[2] = r_refdef.view.clipplane.normal[2];
5373 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5376 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5377 if (!r_refdef.view.useperspective)
5378 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - 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);
5379 else if (vid.stencil && r_useinfinitefarclip.integer)
5380 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5382 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5383 R_Mesh_SetMainRenderTargets();
5384 R_SetViewport(&r_refdef.view.viewport);
5385 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5387 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5388 float screenplane[4];
5389 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5390 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5391 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5392 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5393 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5397 void R_EntityMatrix(const matrix4x4_t *matrix)
5399 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5401 gl_modelmatrixchanged = false;
5402 gl_modelmatrix = *matrix;
5403 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5404 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5405 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5406 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5408 switch(vid.renderpath)
5410 case RENDERPATH_D3D9:
5412 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5413 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5416 case RENDERPATH_D3D10:
5417 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5419 case RENDERPATH_D3D11:
5420 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5422 case RENDERPATH_GL11:
5423 case RENDERPATH_GL13:
5424 case RENDERPATH_GLES1:
5425 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5427 case RENDERPATH_SOFT:
5428 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5429 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5431 case RENDERPATH_GL20:
5432 case RENDERPATH_GLES2:
5433 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5434 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5440 void R_ResetViewRendering2D(void)
5442 r_viewport_t viewport;
5445 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5446 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, 1, 1, -10, 100, NULL);
5447 R_Mesh_ResetRenderTargets();
5448 R_SetViewport(&viewport);
5449 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5450 GL_Color(1, 1, 1, 1);
5451 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5452 GL_BlendFunc(GL_ONE, GL_ZERO);
5453 GL_ScissorTest(false);
5454 GL_DepthMask(false);
5455 GL_DepthRange(0, 1);
5456 GL_DepthTest(false);
5457 GL_DepthFunc(GL_LEQUAL);
5458 R_EntityMatrix(&identitymatrix);
5459 R_Mesh_ResetTextureState();
5460 GL_PolygonOffset(0, 0);
5461 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5462 switch(vid.renderpath)
5464 case RENDERPATH_GL11:
5465 case RENDERPATH_GL13:
5466 case RENDERPATH_GL20:
5467 case RENDERPATH_GLES1:
5468 case RENDERPATH_GLES2:
5469 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5471 case RENDERPATH_D3D9:
5472 case RENDERPATH_D3D10:
5473 case RENDERPATH_D3D11:
5474 case RENDERPATH_SOFT:
5477 GL_CullFace(GL_NONE);
5480 void R_ResetViewRendering3D(void)
5485 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5486 GL_Color(1, 1, 1, 1);
5487 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5488 GL_BlendFunc(GL_ONE, GL_ZERO);
5489 GL_ScissorTest(true);
5491 GL_DepthRange(0, 1);
5493 GL_DepthFunc(GL_LEQUAL);
5494 R_EntityMatrix(&identitymatrix);
5495 R_Mesh_ResetTextureState();
5496 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5497 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5498 switch(vid.renderpath)
5500 case RENDERPATH_GL11:
5501 case RENDERPATH_GL13:
5502 case RENDERPATH_GL20:
5503 case RENDERPATH_GLES1:
5504 case RENDERPATH_GLES2:
5505 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5507 case RENDERPATH_D3D9:
5508 case RENDERPATH_D3D10:
5509 case RENDERPATH_D3D11:
5510 case RENDERPATH_SOFT:
5513 GL_CullFace(r_refdef.view.cullface_back);
5518 R_RenderView_UpdateViewVectors
5521 static void R_RenderView_UpdateViewVectors(void)
5523 // break apart the view matrix into vectors for various purposes
5524 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5525 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5526 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5527 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5528 // make an inverted copy of the view matrix for tracking sprites
5529 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5532 void R_RenderScene(void);
5533 void R_RenderWaterPlanes(void);
5535 static void R_Water_StartFrame(void)
5538 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5539 r_waterstate_waterplane_t *p;
5541 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5544 switch(vid.renderpath)
5546 case RENDERPATH_GL20:
5547 case RENDERPATH_D3D9:
5548 case RENDERPATH_D3D10:
5549 case RENDERPATH_D3D11:
5550 case RENDERPATH_SOFT:
5551 case RENDERPATH_GLES2:
5553 case RENDERPATH_GL11:
5554 case RENDERPATH_GL13:
5555 case RENDERPATH_GLES1:
5559 // set waterwidth and waterheight to the water resolution that will be
5560 // used (often less than the screen resolution for faster rendering)
5561 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5563 // calculate desired texture sizes
5564 // can't use water if the card does not support the texture size
5565 if (!r_water.integer || r_showsurfaces.integer)
5566 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5567 else if (vid.support.arb_texture_non_power_of_two)
5569 texturewidth = waterwidth;
5570 textureheight = waterheight;
5571 camerawidth = waterwidth;
5572 cameraheight = waterheight;
5576 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5577 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5578 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5579 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5582 // allocate textures as needed
5583 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5585 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5586 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5588 if (p->texture_refraction)
5589 R_FreeTexture(p->texture_refraction);
5590 p->texture_refraction = NULL;
5591 if (p->texture_reflection)
5592 R_FreeTexture(p->texture_reflection);
5593 p->texture_reflection = NULL;
5594 if (p->texture_camera)
5595 R_FreeTexture(p->texture_camera);
5596 p->texture_camera = NULL;
5598 memset(&r_waterstate, 0, sizeof(r_waterstate));
5599 r_waterstate.texturewidth = texturewidth;
5600 r_waterstate.textureheight = textureheight;
5601 r_waterstate.camerawidth = camerawidth;
5602 r_waterstate.cameraheight = cameraheight;
5605 if (r_waterstate.texturewidth)
5607 int scaledwidth, scaledheight;
5609 r_waterstate.enabled = true;
5611 // when doing a reduced render (HDR) we want to use a smaller area
5612 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5613 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5614 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5616 // set up variables that will be used in shader setup
5617 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5618 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5619 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5620 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5623 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5624 r_waterstate.numwaterplanes = 0;
5627 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5629 int triangleindex, planeindex;
5635 r_waterstate_waterplane_t *p;
5636 texture_t *t = R_GetCurrentTexture(surface->texture);
5638 // just use the first triangle with a valid normal for any decisions
5639 VectorClear(normal);
5640 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5642 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5643 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5644 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5645 TriangleNormal(vert[0], vert[1], vert[2], normal);
5646 if (VectorLength2(normal) >= 0.001)
5650 VectorCopy(normal, plane.normal);
5651 VectorNormalize(plane.normal);
5652 plane.dist = DotProduct(vert[0], plane.normal);
5653 PlaneClassify(&plane);
5654 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5656 // skip backfaces (except if nocullface is set)
5657 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5659 VectorNegate(plane.normal, plane.normal);
5661 PlaneClassify(&plane);
5665 // find a matching plane if there is one
5666 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5667 if(p->camera_entity == t->camera_entity)
5668 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5670 if (planeindex >= r_waterstate.maxwaterplanes)
5671 return; // nothing we can do, out of planes
5673 // if this triangle does not fit any known plane rendered this frame, add one
5674 if (planeindex >= r_waterstate.numwaterplanes)
5676 // store the new plane
5677 r_waterstate.numwaterplanes++;
5679 // clear materialflags and pvs
5680 p->materialflags = 0;
5681 p->pvsvalid = false;
5682 p->camera_entity = t->camera_entity;
5683 VectorCopy(surface->mins, p->mins);
5684 VectorCopy(surface->maxs, p->maxs);
5689 p->mins[0] = min(p->mins[0], surface->mins[0]);
5690 p->mins[1] = min(p->mins[1], surface->mins[1]);
5691 p->mins[2] = min(p->mins[2], surface->mins[2]);
5692 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
5693 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
5694 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
5696 // merge this surface's materialflags into the waterplane
5697 p->materialflags |= t->currentmaterialflags;
5698 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5700 // merge this surface's PVS into the waterplane
5701 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5702 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5703 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5705 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5711 extern cvar_t r_drawparticles;
5712 extern cvar_t r_drawdecals;
5714 static void R_Water_ProcessPlanes(void)
5717 r_refdef_view_t originalview;
5718 r_refdef_view_t myview;
5719 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;
5720 r_waterstate_waterplane_t *p;
5723 originalview = r_refdef.view;
5725 // lowquality hack, temporarily shut down some cvars and restore afterwards
5726 qualityreduction = r_water_lowquality.integer;
5727 if (qualityreduction > 0)
5729 if (qualityreduction >= 1)
5731 old_r_shadows = r_shadows.integer;
5732 old_r_worldrtlight = r_shadow_realtime_world.integer;
5733 old_r_dlight = r_shadow_realtime_dlight.integer;
5734 Cvar_SetValueQuick(&r_shadows, 0);
5735 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5736 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5738 if (qualityreduction >= 2)
5740 old_r_dynamic = r_dynamic.integer;
5741 old_r_particles = r_drawparticles.integer;
5742 old_r_decals = r_drawdecals.integer;
5743 Cvar_SetValueQuick(&r_dynamic, 0);
5744 Cvar_SetValueQuick(&r_drawparticles, 0);
5745 Cvar_SetValueQuick(&r_drawdecals, 0);
5749 // make sure enough textures are allocated
5750 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5752 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5754 if (!p->texture_refraction)
5755 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5756 if (!p->texture_refraction)
5759 else if (p->materialflags & MATERIALFLAG_CAMERA)
5761 if (!p->texture_camera)
5762 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5763 if (!p->texture_camera)
5767 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5769 if (!p->texture_reflection)
5770 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5771 if (!p->texture_reflection)
5777 r_refdef.view = originalview;
5778 r_refdef.view.showdebug = false;
5779 r_refdef.view.width = r_waterstate.waterwidth;
5780 r_refdef.view.height = r_waterstate.waterheight;
5781 r_refdef.view.useclipplane = true;
5782 myview = r_refdef.view;
5783 r_waterstate.renderingscene = true;
5784 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5786 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5788 r_refdef.view = myview;
5789 if(r_water_scissormode.integer)
5792 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5793 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5796 // render reflected scene and copy into texture
5797 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5798 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5799 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5800 r_refdef.view.clipplane = p->plane;
5801 // reverse the cullface settings for this render
5802 r_refdef.view.cullface_front = GL_FRONT;
5803 r_refdef.view.cullface_back = GL_BACK;
5804 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5806 r_refdef.view.usecustompvs = true;
5808 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5810 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5813 R_ResetViewRendering3D();
5814 R_ClearScreen(r_refdef.fogenabled);
5815 if(r_water_scissormode.integer & 2)
5816 R_View_UpdateWithScissor(myscissor);
5819 if(r_water_scissormode.integer & 1)
5820 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5823 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);
5826 // render the normal view scene and copy into texture
5827 // (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)
5828 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5830 r_refdef.view = myview;
5831 if(r_water_scissormode.integer)
5834 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5835 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5838 r_waterstate.renderingrefraction = true;
5840 r_refdef.view.clipplane = p->plane;
5841 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5842 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5844 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5846 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5847 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5848 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5849 R_RenderView_UpdateViewVectors();
5850 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5852 r_refdef.view.usecustompvs = true;
5853 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);
5857 PlaneClassify(&r_refdef.view.clipplane);
5859 R_ResetViewRendering3D();
5860 R_ClearScreen(r_refdef.fogenabled);
5861 if(r_water_scissormode.integer & 2)
5862 R_View_UpdateWithScissor(myscissor);
5865 if(r_water_scissormode.integer & 1)
5866 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5869 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);
5870 r_waterstate.renderingrefraction = false;
5872 else if (p->materialflags & MATERIALFLAG_CAMERA)
5874 r_refdef.view = myview;
5876 r_refdef.view.clipplane = p->plane;
5877 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5878 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5880 r_refdef.view.width = r_waterstate.camerawidth;
5881 r_refdef.view.height = r_waterstate.cameraheight;
5882 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5883 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5885 if(p->camera_entity)
5887 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5888 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5891 // note: all of the view is used for displaying... so
5892 // there is no use in scissoring
5894 // reverse the cullface settings for this render
5895 r_refdef.view.cullface_front = GL_FRONT;
5896 r_refdef.view.cullface_back = GL_BACK;
5897 // also reverse the view matrix
5898 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
5899 R_RenderView_UpdateViewVectors();
5900 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5902 r_refdef.view.usecustompvs = true;
5903 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);
5906 // camera needs no clipplane
5907 r_refdef.view.useclipplane = false;
5909 PlaneClassify(&r_refdef.view.clipplane);
5911 R_ResetViewRendering3D();
5912 R_ClearScreen(r_refdef.fogenabled);
5916 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);
5917 r_waterstate.renderingrefraction = false;
5921 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5922 r_waterstate.renderingscene = false;
5923 r_refdef.view = originalview;
5924 R_ResetViewRendering3D();
5925 R_ClearScreen(r_refdef.fogenabled);
5929 r_refdef.view = originalview;
5930 r_waterstate.renderingscene = false;
5931 Cvar_SetValueQuick(&r_water, 0);
5932 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5934 // lowquality hack, restore cvars
5935 if (qualityreduction > 0)
5937 if (qualityreduction >= 1)
5939 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5940 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5941 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5943 if (qualityreduction >= 2)
5945 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5946 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5947 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5952 void R_Bloom_StartFrame(void)
5954 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5955 int viewwidth, viewheight;
5958 if (r_viewscale_fpsscaling.integer)
5960 double actualframetime;
5961 double targetframetime;
5963 actualframetime = r_refdef.lastdrawscreentime;
5964 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5965 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5966 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5967 if (r_viewscale_fpsscaling_stepsize.value > 0)
5968 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5969 viewscalefpsadjusted += adjust;
5970 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5973 viewscalefpsadjusted = 1.0f;
5975 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5977 switch(vid.renderpath)
5979 case RENDERPATH_GL20:
5980 case RENDERPATH_D3D9:
5981 case RENDERPATH_D3D10:
5982 case RENDERPATH_D3D11:
5983 case RENDERPATH_SOFT:
5984 case RENDERPATH_GLES2:
5986 case RENDERPATH_GL11:
5987 case RENDERPATH_GL13:
5988 case RENDERPATH_GLES1:
5992 // set bloomwidth and bloomheight to the bloom resolution that will be
5993 // used (often less than the screen resolution for faster rendering)
5994 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5995 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5996 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5997 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5998 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6000 // calculate desired texture sizes
6001 if (vid.support.arb_texture_non_power_of_two)
6003 screentexturewidth = vid.width;
6004 screentextureheight = vid.height;
6005 bloomtexturewidth = r_bloomstate.bloomwidth;
6006 bloomtextureheight = r_bloomstate.bloomheight;
6010 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6011 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6012 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
6013 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
6016 if ((r_hdr.integer || 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))
6018 Cvar_SetValueQuick(&r_hdr, 0);
6019 Cvar_SetValueQuick(&r_bloom, 0);
6020 Cvar_SetValueQuick(&r_motionblur, 0);
6021 Cvar_SetValueQuick(&r_damageblur, 0);
6024 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6025 screentexturewidth = screentextureheight = 0;
6026 if (!r_hdr.integer && !r_bloom.integer)
6027 bloomtexturewidth = bloomtextureheight = 0;
6029 textype = TEXTYPE_COLORBUFFER;
6030 switch (vid.renderpath)
6032 case RENDERPATH_GL20:
6033 case RENDERPATH_GLES2:
6034 if (vid.support.ext_framebuffer_object)
6036 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6037 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6040 case RENDERPATH_GL11:
6041 case RENDERPATH_GL13:
6042 case RENDERPATH_GLES1:
6043 case RENDERPATH_D3D9:
6044 case RENDERPATH_D3D10:
6045 case RENDERPATH_D3D11:
6046 case RENDERPATH_SOFT:
6050 // allocate textures as needed
6051 if (r_bloomstate.screentexturewidth != screentexturewidth
6052 || r_bloomstate.screentextureheight != screentextureheight
6053 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6054 || r_bloomstate.bloomtextureheight != bloomtextureheight
6055 || r_bloomstate.texturetype != textype
6056 || r_bloomstate.viewfbo != r_viewfbo.integer)
6058 if (r_bloomstate.texture_bloom)
6059 R_FreeTexture(r_bloomstate.texture_bloom);
6060 r_bloomstate.texture_bloom = NULL;
6061 if (r_bloomstate.texture_screen)
6062 R_FreeTexture(r_bloomstate.texture_screen);
6063 r_bloomstate.texture_screen = NULL;
6064 if (r_bloomstate.fbo_framebuffer)
6065 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6066 r_bloomstate.fbo_framebuffer = 0;
6067 if (r_bloomstate.texture_framebuffercolor)
6068 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6069 r_bloomstate.texture_framebuffercolor = NULL;
6070 if (r_bloomstate.texture_framebufferdepth)
6071 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6072 r_bloomstate.texture_framebufferdepth = NULL;
6073 r_bloomstate.screentexturewidth = screentexturewidth;
6074 r_bloomstate.screentextureheight = screentextureheight;
6075 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6076 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6077 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6079 // FIXME: choose depth bits based on a cvar
6080 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6081 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6082 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6083 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6085 // render depth into one texture and normalmap into the other
6089 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6090 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6091 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6092 if (status != GL_FRAMEBUFFER_COMPLETE)
6093 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6097 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6098 r_bloomstate.bloomtextureheight = bloomtextureheight;
6099 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6100 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6101 r_bloomstate.viewfbo = r_viewfbo.integer;
6102 r_bloomstate.texturetype = textype;
6105 // when doing a reduced render (HDR) we want to use a smaller area
6106 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6107 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6108 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6109 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6110 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6112 // set up a texcoord array for the full resolution screen image
6113 // (we have to keep this around to copy back during final render)
6114 r_bloomstate.screentexcoord2f[0] = 0;
6115 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6116 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6117 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6118 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6119 r_bloomstate.screentexcoord2f[5] = 0;
6120 r_bloomstate.screentexcoord2f[6] = 0;
6121 r_bloomstate.screentexcoord2f[7] = 0;
6123 // set up a texcoord array for the reduced resolution bloom image
6124 // (which will be additive blended over the screen image)
6125 r_bloomstate.bloomtexcoord2f[0] = 0;
6126 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6127 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6128 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6129 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6130 r_bloomstate.bloomtexcoord2f[5] = 0;
6131 r_bloomstate.bloomtexcoord2f[6] = 0;
6132 r_bloomstate.bloomtexcoord2f[7] = 0;
6134 switch(vid.renderpath)
6136 case RENDERPATH_GL11:
6137 case RENDERPATH_GL13:
6138 case RENDERPATH_GL20:
6139 case RENDERPATH_SOFT:
6140 case RENDERPATH_GLES1:
6141 case RENDERPATH_GLES2:
6143 case RENDERPATH_D3D9:
6144 case RENDERPATH_D3D10:
6145 case RENDERPATH_D3D11:
6148 for (i = 0;i < 4;i++)
6150 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6151 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6152 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6153 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6159 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6161 r_bloomstate.enabled = true;
6162 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6165 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6167 if (r_bloomstate.fbo_framebuffer)
6168 r_refdef.view.clear = true;
6171 void R_Bloom_CopyBloomTexture(float colorscale)
6173 r_refdef.stats.bloom++;
6175 // scale down screen texture to the bloom texture size
6177 R_Mesh_SetMainRenderTargets();
6178 R_SetViewport(&r_bloomstate.viewport);
6179 GL_BlendFunc(GL_ONE, GL_ZERO);
6180 GL_Color(colorscale, colorscale, colorscale, 1);
6181 // 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...
6182 switch(vid.renderpath)
6184 case RENDERPATH_GL11:
6185 case RENDERPATH_GL13:
6186 case RENDERPATH_GL20:
6187 case RENDERPATH_GLES1:
6188 case RENDERPATH_GLES2:
6189 case RENDERPATH_SOFT:
6190 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6192 case RENDERPATH_D3D9:
6193 case RENDERPATH_D3D10:
6194 case RENDERPATH_D3D11:
6195 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6198 // TODO: do boxfilter scale-down in shader?
6199 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6200 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6201 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6203 // we now have a bloom image in the framebuffer
6204 // copy it into the bloom image texture for later processing
6205 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6206 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6209 void R_Bloom_CopyHDRTexture(void)
6211 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6212 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6215 void R_Bloom_MakeTexture(void)
6218 float xoffset, yoffset, r, brighten;
6220 r_refdef.stats.bloom++;
6222 R_ResetViewRendering2D();
6224 // we have a bloom image in the framebuffer
6226 R_SetViewport(&r_bloomstate.viewport);
6228 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6231 r = bound(0, r_bloom_colorexponent.value / x, 1);
6232 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6234 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6235 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6236 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6237 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6239 // copy the vertically blurred bloom view to a texture
6240 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6241 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6244 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6245 brighten = r_bloom_brighten.value;
6246 if (r_bloomstate.hdr)
6247 brighten *= r_hdr_range.value;
6248 brighten = sqrt(brighten);
6250 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6251 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6253 for (dir = 0;dir < 2;dir++)
6255 // blend on at multiple vertical offsets to achieve a vertical blur
6256 // TODO: do offset blends using GLSL
6257 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6258 GL_BlendFunc(GL_ONE, GL_ZERO);
6259 for (x = -range;x <= range;x++)
6261 if (!dir){xoffset = 0;yoffset = x;}
6262 else {xoffset = x;yoffset = 0;}
6263 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6264 yoffset /= (float)r_bloomstate.bloomtextureheight;
6265 // compute a texcoord array with the specified x and y offset
6266 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6267 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6268 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6269 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6270 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6271 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6272 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6273 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6274 // this r value looks like a 'dot' particle, fading sharply to
6275 // black at the edges
6276 // (probably not realistic but looks good enough)
6277 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6278 //r = brighten/(range*2+1);
6279 r = brighten / (range * 2 + 1);
6281 r *= (1 - x*x/(float)(range*range));
6282 GL_Color(r, r, r, 1);
6283 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6284 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6285 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6286 GL_BlendFunc(GL_ONE, GL_ONE);
6289 // copy the vertically blurred bloom view to a texture
6290 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6291 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6295 void R_HDR_RenderBloomTexture(void)
6297 int oldwidth, oldheight;
6298 float oldcolorscale;
6299 qboolean oldwaterstate;
6301 oldwaterstate = r_waterstate.enabled;
6302 oldcolorscale = r_refdef.view.colorscale;
6303 oldwidth = r_refdef.view.width;
6304 oldheight = r_refdef.view.height;
6305 r_refdef.view.width = r_bloomstate.bloomwidth;
6306 r_refdef.view.height = r_bloomstate.bloomheight;
6308 if(r_hdr.integer < 2)
6309 r_waterstate.enabled = false;
6311 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6312 // TODO: add exposure compensation features
6313 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6315 r_refdef.view.showdebug = false;
6316 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6318 R_ResetViewRendering3D();
6320 R_ClearScreen(r_refdef.fogenabled);
6321 if (r_timereport_active)
6322 R_TimeReport("HDRclear");
6325 if (r_timereport_active)
6326 R_TimeReport("visibility");
6328 // only do secondary renders with HDR if r_hdr is 2 or higher
6329 r_waterstate.numwaterplanes = 0;
6330 if (r_waterstate.enabled)
6331 R_RenderWaterPlanes();
6333 r_refdef.view.showdebug = true;
6335 r_waterstate.numwaterplanes = 0;
6337 R_ResetViewRendering2D();
6339 R_Bloom_CopyHDRTexture();
6340 R_Bloom_MakeTexture();
6342 // restore the view settings
6343 r_waterstate.enabled = oldwaterstate;
6344 r_refdef.view.width = oldwidth;
6345 r_refdef.view.height = oldheight;
6346 r_refdef.view.colorscale = oldcolorscale;
6348 R_ResetViewRendering3D();
6350 R_ClearScreen(r_refdef.fogenabled);
6351 if (r_timereport_active)
6352 R_TimeReport("viewclear");
6355 static void R_BlendView(void)
6357 unsigned int permutation;
6358 float uservecs[4][4];
6360 switch (vid.renderpath)
6362 case RENDERPATH_GL20:
6363 case RENDERPATH_D3D9:
6364 case RENDERPATH_D3D10:
6365 case RENDERPATH_D3D11:
6366 case RENDERPATH_SOFT:
6367 case RENDERPATH_GLES2:
6369 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6370 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6371 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6372 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6373 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6375 if (r_bloomstate.texture_screen)
6377 // make sure the buffer is available
6378 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6380 R_ResetViewRendering2D();
6381 R_Mesh_SetMainRenderTargets();
6383 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6385 // declare variables
6386 float blur_factor, blur_mouseaccel, blur_velocity;
6387 static float blur_average;
6388 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6390 // set a goal for the factoring
6391 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6392 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6393 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6394 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6395 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6396 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6398 // from the goal, pick an averaged value between goal and last value
6399 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6400 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6402 // enforce minimum amount of blur
6403 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6405 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6407 // calculate values into a standard alpha
6408 cl.motionbluralpha = 1 - exp(-
6410 (r_motionblur.value * blur_factor / 80)
6412 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6415 max(0.0001, cl.time - cl.oldtime) // fps independent
6418 // randomization for the blur value to combat persistent ghosting
6419 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6420 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6423 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6425 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6426 GL_Color(1, 1, 1, cl.motionbluralpha);
6427 switch(vid.renderpath)
6429 case RENDERPATH_GL11:
6430 case RENDERPATH_GL13:
6431 case RENDERPATH_GL20:
6432 case RENDERPATH_GLES1:
6433 case RENDERPATH_GLES2:
6434 case RENDERPATH_SOFT:
6435 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6437 case RENDERPATH_D3D9:
6438 case RENDERPATH_D3D10:
6439 case RENDERPATH_D3D11:
6440 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6443 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6444 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6445 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6448 // updates old view angles for next pass
6449 VectorCopy(cl.viewangles, blur_oldangles);
6452 // copy view into the screen texture
6453 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6454 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6456 else if (!r_bloomstate.texture_bloom)
6458 // we may still have to do view tint...
6459 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6461 // apply a color tint to the whole view
6462 R_ResetViewRendering2D();
6463 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6464 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6465 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6466 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6467 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6469 break; // no screen processing, no bloom, skip it
6472 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6474 // render simple bloom effect
6475 // copy the screen and shrink it and darken it for the bloom process
6476 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6477 // make the bloom texture
6478 R_Bloom_MakeTexture();
6481 #if _MSC_VER >= 1400
6482 #define sscanf sscanf_s
6484 memset(uservecs, 0, sizeof(uservecs));
6485 if (r_glsl_postprocess_uservec1_enable.integer)
6486 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6487 if (r_glsl_postprocess_uservec2_enable.integer)
6488 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6489 if (r_glsl_postprocess_uservec3_enable.integer)
6490 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6491 if (r_glsl_postprocess_uservec4_enable.integer)
6492 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6494 R_ResetViewRendering2D();
6495 GL_Color(1, 1, 1, 1);
6496 GL_BlendFunc(GL_ONE, GL_ZERO);
6498 switch(vid.renderpath)
6500 case RENDERPATH_GL20:
6501 case RENDERPATH_GLES2:
6502 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6503 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6504 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6505 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6506 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6507 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]);
6508 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6509 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]);
6510 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]);
6511 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]);
6512 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]);
6513 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6514 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6515 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);
6517 case RENDERPATH_D3D9:
6519 // 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...
6520 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6521 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6522 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6523 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6524 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6525 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6526 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6527 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6528 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6529 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6530 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6531 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6532 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6533 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6536 case RENDERPATH_D3D10:
6537 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6539 case RENDERPATH_D3D11:
6540 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6542 case RENDERPATH_SOFT:
6543 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6544 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6545 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6546 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6547 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6548 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6549 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6550 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6551 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6552 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6553 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6554 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6555 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6556 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6561 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6562 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6564 case RENDERPATH_GL11:
6565 case RENDERPATH_GL13:
6566 case RENDERPATH_GLES1:
6567 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6569 // apply a color tint to the whole view
6570 R_ResetViewRendering2D();
6571 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6572 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6573 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6574 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6575 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6581 matrix4x4_t r_waterscrollmatrix;
6583 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6586 if (gamemode == GAME_NEHAHRA)
6588 if (gl_fogenable.integer)
6590 r_refdef.oldgl_fogenable = true;
6591 r_refdef.fog_density = gl_fogdensity.value;
6592 r_refdef.fog_red = gl_fogred.value;
6593 r_refdef.fog_green = gl_foggreen.value;
6594 r_refdef.fog_blue = gl_fogblue.value;
6595 r_refdef.fog_alpha = 1;
6596 r_refdef.fog_start = 0;
6597 r_refdef.fog_end = gl_skyclip.value;
6598 r_refdef.fog_height = 1<<30;
6599 r_refdef.fog_fadedepth = 128;
6601 else if (r_refdef.oldgl_fogenable)
6603 r_refdef.oldgl_fogenable = false;
6604 r_refdef.fog_density = 0;
6605 r_refdef.fog_red = 0;
6606 r_refdef.fog_green = 0;
6607 r_refdef.fog_blue = 0;
6608 r_refdef.fog_alpha = 0;
6609 r_refdef.fog_start = 0;
6610 r_refdef.fog_end = 0;
6611 r_refdef.fog_height = 1<<30;
6612 r_refdef.fog_fadedepth = 128;
6617 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6618 r_refdef.fog_start = max(0, r_refdef.fog_start);
6619 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6621 if (r_refdef.fog_density && r_drawfog.integer)
6623 r_refdef.fogenabled = true;
6624 // this is the point where the fog reaches 0.9986 alpha, which we
6625 // consider a good enough cutoff point for the texture
6626 // (0.9986 * 256 == 255.6)
6627 if (r_fog_exp2.integer)
6628 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6630 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6631 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6632 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6633 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6634 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6635 R_BuildFogHeightTexture();
6636 // fog color was already set
6637 // update the fog texture
6638 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)
6639 R_BuildFogTexture();
6640 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6641 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6644 r_refdef.fogenabled = false;
6647 if (r_refdef.fog_density)
6649 r_refdef.fogcolor[0] = r_refdef.fog_red;
6650 r_refdef.fogcolor[1] = r_refdef.fog_green;
6651 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6653 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6654 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6655 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6656 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6660 VectorCopy(r_refdef.fogcolor, fogvec);
6661 // color.rgb *= ContrastBoost * SceneBrightness;
6662 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6663 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6664 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6665 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6670 void R_UpdateVariables(void)
6674 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6676 r_refdef.farclip = r_farclip_base.value;
6677 if (r_refdef.scene.worldmodel)
6678 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6679 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6681 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6682 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6683 r_refdef.polygonfactor = 0;
6684 r_refdef.polygonoffset = 0;
6685 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6686 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6688 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6689 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6690 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6691 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6692 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6693 if (FAKELIGHT_ENABLED)
6695 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6697 if (r_showsurfaces.integer)
6699 r_refdef.scene.rtworld = false;
6700 r_refdef.scene.rtworldshadows = false;
6701 r_refdef.scene.rtdlight = false;
6702 r_refdef.scene.rtdlightshadows = false;
6703 r_refdef.lightmapintensity = 0;
6706 switch(vid.renderpath)
6708 case RENDERPATH_GL20:
6709 case RENDERPATH_D3D9:
6710 case RENDERPATH_D3D10:
6711 case RENDERPATH_D3D11:
6712 case RENDERPATH_SOFT:
6713 case RENDERPATH_GLES2:
6714 if(v_glslgamma.integer && !vid_gammatables_trivial)
6716 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6718 // build GLSL gamma texture
6719 #define RAMPWIDTH 256
6720 unsigned short ramp[RAMPWIDTH * 3];
6721 unsigned char rampbgr[RAMPWIDTH][4];
6724 r_texture_gammaramps_serial = vid_gammatables_serial;
6726 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6727 for(i = 0; i < RAMPWIDTH; ++i)
6729 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6730 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6731 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6734 if (r_texture_gammaramps)
6736 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6740 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6746 // remove GLSL gamma texture
6749 case RENDERPATH_GL11:
6750 case RENDERPATH_GL13:
6751 case RENDERPATH_GLES1:
6756 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6757 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6763 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6764 if( scenetype != r_currentscenetype ) {
6765 // store the old scenetype
6766 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6767 r_currentscenetype = scenetype;
6768 // move in the new scene
6769 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6778 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6780 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6781 if( scenetype == r_currentscenetype ) {
6782 return &r_refdef.scene;
6784 return &r_scenes_store[ scenetype ];
6788 int R_SortEntities_Compare(const void *ap, const void *bp)
6790 const entity_render_t *a = *(const entity_render_t **)ap;
6791 const entity_render_t *b = *(const entity_render_t **)bp;
6794 if(a->model < b->model)
6796 if(a->model > b->model)
6800 // TODO possibly calculate the REAL skinnum here first using
6802 if(a->skinnum < b->skinnum)
6804 if(a->skinnum > b->skinnum)
6807 // everything we compared is equal
6810 void R_SortEntities(void)
6812 // below or equal 2 ents, sorting never gains anything
6813 if(r_refdef.scene.numentities <= 2)
6816 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6824 int dpsoftrast_test;
6825 extern void R_Shadow_UpdateBounceGridTexture(void);
6826 extern cvar_t r_shadow_bouncegrid;
6827 void R_RenderView(void)
6829 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6831 dpsoftrast_test = r_test.integer;
6833 if (r_timereport_active)
6834 R_TimeReport("start");
6835 r_textureframe++; // used only by R_GetCurrentTexture
6836 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6838 if(R_CompileShader_CheckStaticParms())
6841 if (!r_drawentities.integer)
6842 r_refdef.scene.numentities = 0;
6843 else if (r_sortentities.integer)
6846 R_AnimCache_ClearCache();
6847 R_FrameData_NewFrame();
6849 /* adjust for stereo display */
6850 if(R_Stereo_Active())
6852 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);
6853 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6856 if (r_refdef.view.isoverlay)
6858 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6859 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6860 R_TimeReport("depthclear");
6862 r_refdef.view.showdebug = false;
6864 r_waterstate.enabled = false;
6865 r_waterstate.numwaterplanes = 0;
6869 r_refdef.view.matrix = originalmatrix;
6875 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6877 r_refdef.view.matrix = originalmatrix;
6878 return; //Host_Error ("R_RenderView: NULL worldmodel");
6881 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6883 R_RenderView_UpdateViewVectors();
6885 R_Shadow_UpdateWorldLightSelection();
6887 R_Bloom_StartFrame();
6888 R_Water_StartFrame();
6891 if (r_timereport_active)
6892 R_TimeReport("viewsetup");
6894 R_ResetViewRendering3D();
6896 if (r_refdef.view.clear || r_refdef.fogenabled)
6898 R_ClearScreen(r_refdef.fogenabled);
6899 if (r_timereport_active)
6900 R_TimeReport("viewclear");
6902 r_refdef.view.clear = true;
6904 // this produces a bloom texture to be used in R_BlendView() later
6905 if (r_bloomstate.hdr)
6907 R_HDR_RenderBloomTexture();
6908 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6909 r_textureframe++; // used only by R_GetCurrentTexture
6912 r_refdef.view.showdebug = true;
6915 if (r_timereport_active)
6916 R_TimeReport("visibility");
6918 R_Shadow_UpdateBounceGridTexture();
6919 if (r_timereport_active && r_shadow_bouncegrid.integer)
6920 R_TimeReport("bouncegrid");
6922 r_waterstate.numwaterplanes = 0;
6923 if (r_waterstate.enabled)
6924 R_RenderWaterPlanes();
6927 r_waterstate.numwaterplanes = 0;
6930 if (r_timereport_active)
6931 R_TimeReport("blendview");
6933 GL_Scissor(0, 0, vid.width, vid.height);
6934 GL_ScissorTest(false);
6936 r_refdef.view.matrix = originalmatrix;
6941 void R_RenderWaterPlanes(void)
6943 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6945 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6946 if (r_timereport_active)
6947 R_TimeReport("waterworld");
6950 // don't let sound skip if going slow
6951 if (r_refdef.scene.extraupdate)
6954 R_DrawModelsAddWaterPlanes();
6955 if (r_timereport_active)
6956 R_TimeReport("watermodels");
6958 if (r_waterstate.numwaterplanes)
6960 R_Water_ProcessPlanes();
6961 if (r_timereport_active)
6962 R_TimeReport("waterscenes");
6966 extern void R_DrawLightningBeams (void);
6967 extern void VM_CL_AddPolygonsToMeshQueue (void);
6968 extern void R_DrawPortals (void);
6969 extern cvar_t cl_locs_show;
6970 static void R_DrawLocs(void);
6971 static void R_DrawEntityBBoxes(void);
6972 static void R_DrawModelDecals(void);
6973 extern void R_DrawModelShadows(void);
6974 extern void R_DrawModelShadowMaps(void);
6975 extern cvar_t cl_decals_newsystem;
6976 extern qboolean r_shadow_usingdeferredprepass;
6977 void R_RenderScene(void)
6979 qboolean shadowmapping = false;
6981 if (r_timereport_active)
6982 R_TimeReport("beginscene");
6984 r_refdef.stats.renders++;
6988 // don't let sound skip if going slow
6989 if (r_refdef.scene.extraupdate)
6992 R_MeshQueue_BeginScene();
6996 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);
6998 if (r_timereport_active)
6999 R_TimeReport("skystartframe");
7001 if (cl.csqc_vidvars.drawworld)
7003 // don't let sound skip if going slow
7004 if (r_refdef.scene.extraupdate)
7007 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7009 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7010 if (r_timereport_active)
7011 R_TimeReport("worldsky");
7014 if (R_DrawBrushModelsSky() && r_timereport_active)
7015 R_TimeReport("bmodelsky");
7017 if (skyrendermasked && skyrenderlater)
7019 // we have to force off the water clipping plane while rendering sky
7023 if (r_timereport_active)
7024 R_TimeReport("sky");
7028 R_AnimCache_CacheVisibleEntities();
7029 if (r_timereport_active)
7030 R_TimeReport("animation");
7032 R_Shadow_PrepareLights();
7033 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7034 R_Shadow_PrepareModelShadows();
7035 if (r_timereport_active)
7036 R_TimeReport("preparelights");
7038 if (R_Shadow_ShadowMappingEnabled())
7039 shadowmapping = true;
7041 if (r_shadow_usingdeferredprepass)
7042 R_Shadow_DrawPrepass();
7044 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7046 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7047 if (r_timereport_active)
7048 R_TimeReport("worlddepth");
7050 if (r_depthfirst.integer >= 2)
7052 R_DrawModelsDepth();
7053 if (r_timereport_active)
7054 R_TimeReport("modeldepth");
7057 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7059 R_DrawModelShadowMaps();
7060 R_ResetViewRendering3D();
7061 // don't let sound skip if going slow
7062 if (r_refdef.scene.extraupdate)
7066 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7068 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7069 if (r_timereport_active)
7070 R_TimeReport("world");
7073 // don't let sound skip if going slow
7074 if (r_refdef.scene.extraupdate)
7078 if (r_timereport_active)
7079 R_TimeReport("models");
7081 // don't let sound skip if going slow
7082 if (r_refdef.scene.extraupdate)
7085 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7087 R_DrawModelShadows();
7088 R_ResetViewRendering3D();
7089 // don't let sound skip if going slow
7090 if (r_refdef.scene.extraupdate)
7094 if (!r_shadow_usingdeferredprepass)
7096 R_Shadow_DrawLights();
7097 if (r_timereport_active)
7098 R_TimeReport("rtlights");
7101 // don't let sound skip if going slow
7102 if (r_refdef.scene.extraupdate)
7105 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7107 R_DrawModelShadows();
7108 R_ResetViewRendering3D();
7109 // don't let sound skip if going slow
7110 if (r_refdef.scene.extraupdate)
7114 if (cl.csqc_vidvars.drawworld)
7116 if (cl_decals_newsystem.integer)
7118 R_DrawModelDecals();
7119 if (r_timereport_active)
7120 R_TimeReport("modeldecals");
7125 if (r_timereport_active)
7126 R_TimeReport("decals");
7130 if (r_timereport_active)
7131 R_TimeReport("particles");
7134 if (r_timereport_active)
7135 R_TimeReport("explosions");
7137 R_DrawLightningBeams();
7138 if (r_timereport_active)
7139 R_TimeReport("lightning");
7142 VM_CL_AddPolygonsToMeshQueue();
7144 if (r_refdef.view.showdebug)
7146 if (cl_locs_show.integer)
7149 if (r_timereport_active)
7150 R_TimeReport("showlocs");
7153 if (r_drawportals.integer)
7156 if (r_timereport_active)
7157 R_TimeReport("portals");
7160 if (r_showbboxes.value > 0)
7162 R_DrawEntityBBoxes();
7163 if (r_timereport_active)
7164 R_TimeReport("bboxes");
7168 if (r_transparent.integer)
7170 R_MeshQueue_RenderTransparent();
7171 if (r_timereport_active)
7172 R_TimeReport("drawtrans");
7175 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))
7177 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7178 if (r_timereport_active)
7179 R_TimeReport("worlddebug");
7180 R_DrawModelsDebug();
7181 if (r_timereport_active)
7182 R_TimeReport("modeldebug");
7185 if (cl.csqc_vidvars.drawworld)
7187 R_Shadow_DrawCoronas();
7188 if (r_timereport_active)
7189 R_TimeReport("coronas");
7194 GL_DepthTest(false);
7195 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7196 GL_Color(1, 1, 1, 1);
7197 qglBegin(GL_POLYGON);
7198 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7199 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7200 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7201 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7203 qglBegin(GL_POLYGON);
7204 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]);
7205 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]);
7206 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]);
7207 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]);
7209 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7213 // don't let sound skip if going slow
7214 if (r_refdef.scene.extraupdate)
7217 R_ResetViewRendering2D();
7220 static const unsigned short bboxelements[36] =
7230 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7233 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7235 RSurf_ActiveWorldEntity();
7237 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7238 GL_DepthMask(false);
7239 GL_DepthRange(0, 1);
7240 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7241 // R_Mesh_ResetTextureState();
7243 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7244 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7245 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7246 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7247 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7248 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7249 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7250 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7251 R_FillColors(color4f, 8, cr, cg, cb, ca);
7252 if (r_refdef.fogenabled)
7254 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7256 f1 = RSurf_FogVertex(v);
7258 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7259 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7260 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7263 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7264 R_Mesh_ResetTextureState();
7265 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7266 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7269 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7273 prvm_edict_t *edict;
7274 prvm_prog_t *prog_save = prog;
7276 // this function draws bounding boxes of server entities
7280 GL_CullFace(GL_NONE);
7281 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7285 for (i = 0;i < numsurfaces;i++)
7287 edict = PRVM_EDICT_NUM(surfacelist[i]);
7288 switch ((int)PRVM_serveredictfloat(edict, solid))
7290 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7291 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7292 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7293 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7294 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7295 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7297 color[3] *= r_showbboxes.value;
7298 color[3] = bound(0, color[3], 1);
7299 GL_DepthTest(!r_showdisabledepthtest.integer);
7300 GL_CullFace(r_refdef.view.cullface_front);
7301 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7307 static void R_DrawEntityBBoxes(void)
7310 prvm_edict_t *edict;
7312 prvm_prog_t *prog_save = prog;
7314 // this function draws bounding boxes of server entities
7320 for (i = 0;i < prog->num_edicts;i++)
7322 edict = PRVM_EDICT_NUM(i);
7323 if (edict->priv.server->free)
7325 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7326 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7328 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7330 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7331 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7337 static const int nomodelelement3i[24] =
7349 static const unsigned short nomodelelement3s[24] =
7361 static const float nomodelvertex3f[6*3] =
7371 static const float nomodelcolor4f[6*4] =
7373 0.0f, 0.0f, 0.5f, 1.0f,
7374 0.0f, 0.0f, 0.5f, 1.0f,
7375 0.0f, 0.5f, 0.0f, 1.0f,
7376 0.0f, 0.5f, 0.0f, 1.0f,
7377 0.5f, 0.0f, 0.0f, 1.0f,
7378 0.5f, 0.0f, 0.0f, 1.0f
7381 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7387 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);
7389 // this is only called once per entity so numsurfaces is always 1, and
7390 // surfacelist is always {0}, so this code does not handle batches
7392 if (rsurface.ent_flags & RENDER_ADDITIVE)
7394 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7395 GL_DepthMask(false);
7397 else if (rsurface.colormod[3] < 1)
7399 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7400 GL_DepthMask(false);
7404 GL_BlendFunc(GL_ONE, GL_ZERO);
7407 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7408 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7409 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7410 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7411 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7412 for (i = 0, c = color4f;i < 6;i++, c += 4)
7414 c[0] *= rsurface.colormod[0];
7415 c[1] *= rsurface.colormod[1];
7416 c[2] *= rsurface.colormod[2];
7417 c[3] *= rsurface.colormod[3];
7419 if (r_refdef.fogenabled)
7421 for (i = 0, c = color4f;i < 6;i++, c += 4)
7423 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7425 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7426 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7427 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7430 // R_Mesh_ResetTextureState();
7431 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7432 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7433 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7436 void R_DrawNoModel(entity_render_t *ent)
7439 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7440 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7441 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7443 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7446 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7448 vec3_t right1, right2, diff, normal;
7450 VectorSubtract (org2, org1, normal);
7452 // calculate 'right' vector for start
7453 VectorSubtract (r_refdef.view.origin, org1, diff);
7454 CrossProduct (normal, diff, right1);
7455 VectorNormalize (right1);
7457 // calculate 'right' vector for end
7458 VectorSubtract (r_refdef.view.origin, org2, diff);
7459 CrossProduct (normal, diff, right2);
7460 VectorNormalize (right2);
7462 vert[ 0] = org1[0] + width * right1[0];
7463 vert[ 1] = org1[1] + width * right1[1];
7464 vert[ 2] = org1[2] + width * right1[2];
7465 vert[ 3] = org1[0] - width * right1[0];
7466 vert[ 4] = org1[1] - width * right1[1];
7467 vert[ 5] = org1[2] - width * right1[2];
7468 vert[ 6] = org2[0] - width * right2[0];
7469 vert[ 7] = org2[1] - width * right2[1];
7470 vert[ 8] = org2[2] - width * right2[2];
7471 vert[ 9] = org2[0] + width * right2[0];
7472 vert[10] = org2[1] + width * right2[1];
7473 vert[11] = org2[2] + width * right2[2];
7476 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)
7478 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7479 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7480 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7481 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7482 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7483 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7484 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7485 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7486 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7487 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7488 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7489 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7492 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7497 VectorSet(v, x, y, z);
7498 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7499 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7501 if (i == mesh->numvertices)
7503 if (mesh->numvertices < mesh->maxvertices)
7505 VectorCopy(v, vertex3f);
7506 mesh->numvertices++;
7508 return mesh->numvertices;
7514 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7518 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7519 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7520 e = mesh->element3i + mesh->numtriangles * 3;
7521 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7523 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7524 if (mesh->numtriangles < mesh->maxtriangles)
7529 mesh->numtriangles++;
7531 element[1] = element[2];
7535 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7539 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7540 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7541 e = mesh->element3i + mesh->numtriangles * 3;
7542 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7544 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7545 if (mesh->numtriangles < mesh->maxtriangles)
7550 mesh->numtriangles++;
7552 element[1] = element[2];
7556 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7557 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7559 int planenum, planenum2;
7562 mplane_t *plane, *plane2;
7564 double temppoints[2][256*3];
7565 // figure out how large a bounding box we need to properly compute this brush
7567 for (w = 0;w < numplanes;w++)
7568 maxdist = max(maxdist, fabs(planes[w].dist));
7569 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7570 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7571 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7575 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7576 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7578 if (planenum2 == planenum)
7580 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);
7583 if (tempnumpoints < 3)
7585 // generate elements forming a triangle fan for this polygon
7586 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7590 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)
7592 texturelayer_t *layer;
7593 layer = t->currentlayers + t->currentnumlayers++;
7595 layer->depthmask = depthmask;
7596 layer->blendfunc1 = blendfunc1;
7597 layer->blendfunc2 = blendfunc2;
7598 layer->texture = texture;
7599 layer->texmatrix = *matrix;
7600 layer->color[0] = r;
7601 layer->color[1] = g;
7602 layer->color[2] = b;
7603 layer->color[3] = a;
7606 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7608 if(parms[0] == 0 && parms[1] == 0)
7610 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7611 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7616 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7619 index = parms[2] + rsurface.shadertime * parms[3];
7620 index -= floor(index);
7621 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7624 case Q3WAVEFUNC_NONE:
7625 case Q3WAVEFUNC_NOISE:
7626 case Q3WAVEFUNC_COUNT:
7629 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7630 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7631 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7632 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7633 case Q3WAVEFUNC_TRIANGLE:
7635 f = index - floor(index);
7648 f = parms[0] + parms[1] * f;
7649 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7650 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7654 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7660 matrix4x4_t matrix, temp;
7661 switch(tcmod->tcmod)
7665 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7666 matrix = r_waterscrollmatrix;
7668 matrix = identitymatrix;
7670 case Q3TCMOD_ENTITYTRANSLATE:
7671 // this is used in Q3 to allow the gamecode to control texcoord
7672 // scrolling on the entity, which is not supported in darkplaces yet.
7673 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7675 case Q3TCMOD_ROTATE:
7676 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7677 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7678 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7681 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7683 case Q3TCMOD_SCROLL:
7684 // extra care is needed because of precision breakdown with large values of time
7685 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7686 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7687 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7689 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7690 w = (int) tcmod->parms[0];
7691 h = (int) tcmod->parms[1];
7692 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7694 idx = (int) floor(f * w * h);
7695 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7697 case Q3TCMOD_STRETCH:
7698 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7699 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7701 case Q3TCMOD_TRANSFORM:
7702 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7703 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7704 VectorSet(tcmat + 6, 0 , 0 , 1);
7705 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7706 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7708 case Q3TCMOD_TURBULENT:
7709 // this is handled in the RSurf_PrepareVertices function
7710 matrix = identitymatrix;
7714 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7717 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7719 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7720 char name[MAX_QPATH];
7721 skinframe_t *skinframe;
7722 unsigned char pixels[296*194];
7723 strlcpy(cache->name, skinname, sizeof(cache->name));
7724 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7725 if (developer_loading.integer)
7726 Con_Printf("loading %s\n", name);
7727 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7728 if (!skinframe || !skinframe->base)
7731 fs_offset_t filesize;
7733 f = FS_LoadFile(name, tempmempool, true, &filesize);
7736 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7737 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7741 cache->skinframe = skinframe;
7744 texture_t *R_GetCurrentTexture(texture_t *t)
7747 const entity_render_t *ent = rsurface.entity;
7748 dp_model_t *model = ent->model;
7749 q3shaderinfo_layer_tcmod_t *tcmod;
7751 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7752 return t->currentframe;
7753 t->update_lastrenderframe = r_textureframe;
7754 t->update_lastrenderentity = (void *)ent;
7756 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7757 t->camera_entity = ent->entitynumber;
7759 t->camera_entity = 0;
7761 // switch to an alternate material if this is a q1bsp animated material
7763 texture_t *texture = t;
7764 int s = rsurface.ent_skinnum;
7765 if ((unsigned int)s >= (unsigned int)model->numskins)
7767 if (model->skinscenes)
7769 if (model->skinscenes[s].framecount > 1)
7770 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7772 s = model->skinscenes[s].firstframe;
7775 t = t + s * model->num_surfaces;
7778 // use an alternate animation if the entity's frame is not 0,
7779 // and only if the texture has an alternate animation
7780 if (rsurface.ent_alttextures && t->anim_total[1])
7781 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7783 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7785 texture->currentframe = t;
7788 // update currentskinframe to be a qw skin or animation frame
7789 if (rsurface.ent_qwskin >= 0)
7791 i = rsurface.ent_qwskin;
7792 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7794 r_qwskincache_size = cl.maxclients;
7796 Mem_Free(r_qwskincache);
7797 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7799 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7800 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7801 t->currentskinframe = r_qwskincache[i].skinframe;
7802 if (t->currentskinframe == NULL)
7803 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7805 else if (t->numskinframes >= 2)
7806 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7807 if (t->backgroundnumskinframes >= 2)
7808 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7810 t->currentmaterialflags = t->basematerialflags;
7811 t->currentalpha = rsurface.colormod[3];
7812 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7813 t->currentalpha *= r_wateralpha.value;
7814 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7815 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7816 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7817 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7818 if (!(rsurface.ent_flags & RENDER_LIGHT))
7819 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7820 else if (FAKELIGHT_ENABLED)
7822 // no modellight if using fakelight for the map
7824 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7826 // pick a model lighting mode
7827 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7828 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7830 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7832 if (rsurface.ent_flags & RENDER_ADDITIVE)
7833 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7834 else if (t->currentalpha < 1)
7835 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7836 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7837 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7838 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7839 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7840 if (t->backgroundnumskinframes)
7841 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7842 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7844 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7845 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7848 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7849 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7851 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7852 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7854 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7855 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7857 // there is no tcmod
7858 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7860 t->currenttexmatrix = r_waterscrollmatrix;
7861 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7863 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7865 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7866 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7869 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7870 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7871 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7872 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7874 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7875 if (t->currentskinframe->qpixels)
7876 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7877 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7878 if (!t->basetexture)
7879 t->basetexture = r_texture_notexture;
7880 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7881 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7882 t->nmaptexture = t->currentskinframe->nmap;
7883 if (!t->nmaptexture)
7884 t->nmaptexture = r_texture_blanknormalmap;
7885 t->glosstexture = r_texture_black;
7886 t->glowtexture = t->currentskinframe->glow;
7887 t->fogtexture = t->currentskinframe->fog;
7888 t->reflectmasktexture = t->currentskinframe->reflect;
7889 if (t->backgroundnumskinframes)
7891 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7892 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7893 t->backgroundglosstexture = r_texture_black;
7894 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7895 if (!t->backgroundnmaptexture)
7896 t->backgroundnmaptexture = r_texture_blanknormalmap;
7900 t->backgroundbasetexture = r_texture_white;
7901 t->backgroundnmaptexture = r_texture_blanknormalmap;
7902 t->backgroundglosstexture = r_texture_black;
7903 t->backgroundglowtexture = NULL;
7905 t->specularpower = r_shadow_glossexponent.value;
7906 // TODO: store reference values for these in the texture?
7907 t->specularscale = 0;
7908 if (r_shadow_gloss.integer > 0)
7910 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7912 if (r_shadow_glossintensity.value > 0)
7914 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7915 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7916 t->specularscale = r_shadow_glossintensity.value;
7919 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7921 t->glosstexture = r_texture_white;
7922 t->backgroundglosstexture = r_texture_white;
7923 t->specularscale = r_shadow_gloss2intensity.value;
7924 t->specularpower = r_shadow_gloss2exponent.value;
7927 t->specularscale *= t->specularscalemod;
7928 t->specularpower *= t->specularpowermod;
7929 t->rtlightambient = 0;
7931 // lightmaps mode looks bad with dlights using actual texturing, so turn
7932 // off the colormap and glossmap, but leave the normalmap on as it still
7933 // accurately represents the shading involved
7934 if (gl_lightmaps.integer)
7936 t->basetexture = r_texture_grey128;
7937 t->pantstexture = r_texture_black;
7938 t->shirttexture = r_texture_black;
7939 t->nmaptexture = r_texture_blanknormalmap;
7940 t->glosstexture = r_texture_black;
7941 t->glowtexture = NULL;
7942 t->fogtexture = NULL;
7943 t->reflectmasktexture = NULL;
7944 t->backgroundbasetexture = NULL;
7945 t->backgroundnmaptexture = r_texture_blanknormalmap;
7946 t->backgroundglosstexture = r_texture_black;
7947 t->backgroundglowtexture = NULL;
7948 t->specularscale = 0;
7949 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7952 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7953 VectorClear(t->dlightcolor);
7954 t->currentnumlayers = 0;
7955 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7957 int blendfunc1, blendfunc2;
7959 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7961 blendfunc1 = GL_SRC_ALPHA;
7962 blendfunc2 = GL_ONE;
7964 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7966 blendfunc1 = GL_SRC_ALPHA;
7967 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7969 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7971 blendfunc1 = t->customblendfunc[0];
7972 blendfunc2 = t->customblendfunc[1];
7976 blendfunc1 = GL_ONE;
7977 blendfunc2 = GL_ZERO;
7979 // don't colormod evilblend textures
7980 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7981 VectorSet(t->lightmapcolor, 1, 1, 1);
7982 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7983 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7985 // fullbright is not affected by r_refdef.lightmapintensity
7986 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7987 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7988 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7989 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7990 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7994 vec3_t ambientcolor;
7996 // set the color tint used for lights affecting this surface
7997 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7999 // q3bsp has no lightmap updates, so the lightstylevalue that
8000 // would normally be baked into the lightmap must be
8001 // applied to the color
8002 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8003 if (model->type == mod_brushq3)
8004 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8005 colorscale *= r_refdef.lightmapintensity;
8006 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8007 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8008 // basic lit geometry
8009 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8010 // add pants/shirt if needed
8011 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8012 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8013 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8014 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8015 // now add ambient passes if needed
8016 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8018 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8019 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8020 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8021 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8022 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8025 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8026 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8027 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8029 // if this is opaque use alpha blend which will darken the earlier
8032 // if this is an alpha blended material, all the earlier passes
8033 // were darkened by fog already, so we only need to add the fog
8034 // color ontop through the fog mask texture
8036 // if this is an additive blended material, all the earlier passes
8037 // were darkened by fog already, and we should not add fog color
8038 // (because the background was not darkened, there is no fog color
8039 // that was lost behind it).
8040 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8044 return t->currentframe;
8047 rsurfacestate_t rsurface;
8049 void RSurf_ActiveWorldEntity(void)
8051 dp_model_t *model = r_refdef.scene.worldmodel;
8052 //if (rsurface.entity == r_refdef.scene.worldentity)
8054 rsurface.entity = r_refdef.scene.worldentity;
8055 rsurface.skeleton = NULL;
8056 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8057 rsurface.ent_skinnum = 0;
8058 rsurface.ent_qwskin = -1;
8059 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8060 rsurface.shadertime = r_refdef.scene.time;
8061 rsurface.matrix = identitymatrix;
8062 rsurface.inversematrix = identitymatrix;
8063 rsurface.matrixscale = 1;
8064 rsurface.inversematrixscale = 1;
8065 R_EntityMatrix(&identitymatrix);
8066 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8067 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8068 rsurface.fograngerecip = r_refdef.fograngerecip;
8069 rsurface.fogheightfade = r_refdef.fogheightfade;
8070 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8071 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8072 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8073 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8074 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8075 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8076 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8077 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8078 rsurface.colormod[3] = 1;
8079 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8080 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8081 rsurface.frameblend[0].lerp = 1;
8082 rsurface.ent_alttextures = false;
8083 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8084 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8085 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8086 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8087 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8088 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8089 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8090 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8091 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8092 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8093 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8094 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8095 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8096 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8097 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8098 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8099 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8100 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8101 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8102 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8103 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8104 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8105 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8106 rsurface.modelelement3i = model->surfmesh.data_element3i;
8107 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8108 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8109 rsurface.modelelement3s = model->surfmesh.data_element3s;
8110 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8111 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8112 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8113 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8114 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8115 rsurface.modelsurfaces = model->data_surfaces;
8116 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8117 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8118 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8119 rsurface.modelgeneratedvertex = false;
8120 rsurface.batchgeneratedvertex = false;
8121 rsurface.batchfirstvertex = 0;
8122 rsurface.batchnumvertices = 0;
8123 rsurface.batchfirsttriangle = 0;
8124 rsurface.batchnumtriangles = 0;
8125 rsurface.batchvertex3f = NULL;
8126 rsurface.batchvertex3f_vertexbuffer = NULL;
8127 rsurface.batchvertex3f_bufferoffset = 0;
8128 rsurface.batchsvector3f = NULL;
8129 rsurface.batchsvector3f_vertexbuffer = NULL;
8130 rsurface.batchsvector3f_bufferoffset = 0;
8131 rsurface.batchtvector3f = NULL;
8132 rsurface.batchtvector3f_vertexbuffer = NULL;
8133 rsurface.batchtvector3f_bufferoffset = 0;
8134 rsurface.batchnormal3f = NULL;
8135 rsurface.batchnormal3f_vertexbuffer = NULL;
8136 rsurface.batchnormal3f_bufferoffset = 0;
8137 rsurface.batchlightmapcolor4f = NULL;
8138 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8139 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8140 rsurface.batchtexcoordtexture2f = NULL;
8141 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8142 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8143 rsurface.batchtexcoordlightmap2f = NULL;
8144 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8145 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8146 rsurface.batchvertexmesh = NULL;
8147 rsurface.batchvertexmeshbuffer = NULL;
8148 rsurface.batchvertex3fbuffer = NULL;
8149 rsurface.batchelement3i = NULL;
8150 rsurface.batchelement3i_indexbuffer = NULL;
8151 rsurface.batchelement3i_bufferoffset = 0;
8152 rsurface.batchelement3s = NULL;
8153 rsurface.batchelement3s_indexbuffer = NULL;
8154 rsurface.batchelement3s_bufferoffset = 0;
8155 rsurface.passcolor4f = NULL;
8156 rsurface.passcolor4f_vertexbuffer = NULL;
8157 rsurface.passcolor4f_bufferoffset = 0;
8160 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8162 dp_model_t *model = ent->model;
8163 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8165 rsurface.entity = (entity_render_t *)ent;
8166 rsurface.skeleton = ent->skeleton;
8167 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8168 rsurface.ent_skinnum = ent->skinnum;
8169 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;
8170 rsurface.ent_flags = ent->flags;
8171 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8172 rsurface.matrix = ent->matrix;
8173 rsurface.inversematrix = ent->inversematrix;
8174 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8175 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8176 R_EntityMatrix(&rsurface.matrix);
8177 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8178 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8179 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8180 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8181 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8182 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8183 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8184 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8185 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8186 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8187 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8188 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8189 rsurface.colormod[3] = ent->alpha;
8190 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8191 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8192 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8193 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8194 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8195 if (ent->model->brush.submodel && !prepass)
8197 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8198 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8200 if (model->surfmesh.isanimated && model->AnimateVertices)
8202 if (ent->animcache_vertex3f)
8204 rsurface.modelvertex3f = ent->animcache_vertex3f;
8205 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8206 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8207 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8208 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8209 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8210 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8212 else if (wanttangents)
8214 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8215 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8216 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8217 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8218 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8219 rsurface.modelvertexmesh = NULL;
8220 rsurface.modelvertexmeshbuffer = NULL;
8221 rsurface.modelvertex3fbuffer = NULL;
8223 else if (wantnormals)
8225 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8226 rsurface.modelsvector3f = NULL;
8227 rsurface.modeltvector3f = NULL;
8228 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8229 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8230 rsurface.modelvertexmesh = NULL;
8231 rsurface.modelvertexmeshbuffer = NULL;
8232 rsurface.modelvertex3fbuffer = NULL;
8236 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8237 rsurface.modelsvector3f = NULL;
8238 rsurface.modeltvector3f = NULL;
8239 rsurface.modelnormal3f = NULL;
8240 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8241 rsurface.modelvertexmesh = NULL;
8242 rsurface.modelvertexmeshbuffer = NULL;
8243 rsurface.modelvertex3fbuffer = NULL;
8245 rsurface.modelvertex3f_vertexbuffer = 0;
8246 rsurface.modelvertex3f_bufferoffset = 0;
8247 rsurface.modelsvector3f_vertexbuffer = 0;
8248 rsurface.modelsvector3f_bufferoffset = 0;
8249 rsurface.modeltvector3f_vertexbuffer = 0;
8250 rsurface.modeltvector3f_bufferoffset = 0;
8251 rsurface.modelnormal3f_vertexbuffer = 0;
8252 rsurface.modelnormal3f_bufferoffset = 0;
8253 rsurface.modelgeneratedvertex = true;
8257 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8258 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8259 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8260 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8261 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8262 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8263 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8264 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8265 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8266 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8267 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8268 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8269 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8270 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8271 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8272 rsurface.modelgeneratedvertex = false;
8274 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8275 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8276 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8277 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8278 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8279 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8280 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8281 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8282 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8283 rsurface.modelelement3i = model->surfmesh.data_element3i;
8284 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8285 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8286 rsurface.modelelement3s = model->surfmesh.data_element3s;
8287 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8288 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8289 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8290 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8291 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8292 rsurface.modelsurfaces = model->data_surfaces;
8293 rsurface.batchgeneratedvertex = false;
8294 rsurface.batchfirstvertex = 0;
8295 rsurface.batchnumvertices = 0;
8296 rsurface.batchfirsttriangle = 0;
8297 rsurface.batchnumtriangles = 0;
8298 rsurface.batchvertex3f = NULL;
8299 rsurface.batchvertex3f_vertexbuffer = NULL;
8300 rsurface.batchvertex3f_bufferoffset = 0;
8301 rsurface.batchsvector3f = NULL;
8302 rsurface.batchsvector3f_vertexbuffer = NULL;
8303 rsurface.batchsvector3f_bufferoffset = 0;
8304 rsurface.batchtvector3f = NULL;
8305 rsurface.batchtvector3f_vertexbuffer = NULL;
8306 rsurface.batchtvector3f_bufferoffset = 0;
8307 rsurface.batchnormal3f = NULL;
8308 rsurface.batchnormal3f_vertexbuffer = NULL;
8309 rsurface.batchnormal3f_bufferoffset = 0;
8310 rsurface.batchlightmapcolor4f = NULL;
8311 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8312 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8313 rsurface.batchtexcoordtexture2f = NULL;
8314 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8315 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8316 rsurface.batchtexcoordlightmap2f = NULL;
8317 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8318 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8319 rsurface.batchvertexmesh = NULL;
8320 rsurface.batchvertexmeshbuffer = NULL;
8321 rsurface.batchvertex3fbuffer = NULL;
8322 rsurface.batchelement3i = NULL;
8323 rsurface.batchelement3i_indexbuffer = NULL;
8324 rsurface.batchelement3i_bufferoffset = 0;
8325 rsurface.batchelement3s = NULL;
8326 rsurface.batchelement3s_indexbuffer = NULL;
8327 rsurface.batchelement3s_bufferoffset = 0;
8328 rsurface.passcolor4f = NULL;
8329 rsurface.passcolor4f_vertexbuffer = NULL;
8330 rsurface.passcolor4f_bufferoffset = 0;
8333 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)
8335 rsurface.entity = r_refdef.scene.worldentity;
8336 rsurface.skeleton = NULL;
8337 rsurface.ent_skinnum = 0;
8338 rsurface.ent_qwskin = -1;
8339 rsurface.ent_flags = entflags;
8340 rsurface.shadertime = r_refdef.scene.time - shadertime;
8341 rsurface.modelnumvertices = numvertices;
8342 rsurface.modelnumtriangles = numtriangles;
8343 rsurface.matrix = *matrix;
8344 rsurface.inversematrix = *inversematrix;
8345 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8346 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8347 R_EntityMatrix(&rsurface.matrix);
8348 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8349 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8350 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8351 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8352 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8353 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8354 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8355 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8356 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8357 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8358 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8359 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8360 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8361 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8362 rsurface.frameblend[0].lerp = 1;
8363 rsurface.ent_alttextures = false;
8364 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8365 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8368 rsurface.modelvertex3f = (float *)vertex3f;
8369 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8370 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8371 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8373 else if (wantnormals)
8375 rsurface.modelvertex3f = (float *)vertex3f;
8376 rsurface.modelsvector3f = NULL;
8377 rsurface.modeltvector3f = NULL;
8378 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8382 rsurface.modelvertex3f = (float *)vertex3f;
8383 rsurface.modelsvector3f = NULL;
8384 rsurface.modeltvector3f = NULL;
8385 rsurface.modelnormal3f = NULL;
8387 rsurface.modelvertexmesh = NULL;
8388 rsurface.modelvertexmeshbuffer = NULL;
8389 rsurface.modelvertex3fbuffer = NULL;
8390 rsurface.modelvertex3f_vertexbuffer = 0;
8391 rsurface.modelvertex3f_bufferoffset = 0;
8392 rsurface.modelsvector3f_vertexbuffer = 0;
8393 rsurface.modelsvector3f_bufferoffset = 0;
8394 rsurface.modeltvector3f_vertexbuffer = 0;
8395 rsurface.modeltvector3f_bufferoffset = 0;
8396 rsurface.modelnormal3f_vertexbuffer = 0;
8397 rsurface.modelnormal3f_bufferoffset = 0;
8398 rsurface.modelgeneratedvertex = true;
8399 rsurface.modellightmapcolor4f = (float *)color4f;
8400 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8401 rsurface.modellightmapcolor4f_bufferoffset = 0;
8402 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8403 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8404 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8405 rsurface.modeltexcoordlightmap2f = NULL;
8406 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8407 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8408 rsurface.modelelement3i = (int *)element3i;
8409 rsurface.modelelement3i_indexbuffer = NULL;
8410 rsurface.modelelement3i_bufferoffset = 0;
8411 rsurface.modelelement3s = (unsigned short *)element3s;
8412 rsurface.modelelement3s_indexbuffer = NULL;
8413 rsurface.modelelement3s_bufferoffset = 0;
8414 rsurface.modellightmapoffsets = NULL;
8415 rsurface.modelsurfaces = NULL;
8416 rsurface.batchgeneratedvertex = false;
8417 rsurface.batchfirstvertex = 0;
8418 rsurface.batchnumvertices = 0;
8419 rsurface.batchfirsttriangle = 0;
8420 rsurface.batchnumtriangles = 0;
8421 rsurface.batchvertex3f = NULL;
8422 rsurface.batchvertex3f_vertexbuffer = NULL;
8423 rsurface.batchvertex3f_bufferoffset = 0;
8424 rsurface.batchsvector3f = NULL;
8425 rsurface.batchsvector3f_vertexbuffer = NULL;
8426 rsurface.batchsvector3f_bufferoffset = 0;
8427 rsurface.batchtvector3f = NULL;
8428 rsurface.batchtvector3f_vertexbuffer = NULL;
8429 rsurface.batchtvector3f_bufferoffset = 0;
8430 rsurface.batchnormal3f = NULL;
8431 rsurface.batchnormal3f_vertexbuffer = NULL;
8432 rsurface.batchnormal3f_bufferoffset = 0;
8433 rsurface.batchlightmapcolor4f = NULL;
8434 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8435 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8436 rsurface.batchtexcoordtexture2f = NULL;
8437 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8438 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8439 rsurface.batchtexcoordlightmap2f = NULL;
8440 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8441 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8442 rsurface.batchvertexmesh = NULL;
8443 rsurface.batchvertexmeshbuffer = NULL;
8444 rsurface.batchvertex3fbuffer = NULL;
8445 rsurface.batchelement3i = NULL;
8446 rsurface.batchelement3i_indexbuffer = NULL;
8447 rsurface.batchelement3i_bufferoffset = 0;
8448 rsurface.batchelement3s = NULL;
8449 rsurface.batchelement3s_indexbuffer = NULL;
8450 rsurface.batchelement3s_bufferoffset = 0;
8451 rsurface.passcolor4f = NULL;
8452 rsurface.passcolor4f_vertexbuffer = NULL;
8453 rsurface.passcolor4f_bufferoffset = 0;
8455 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8457 if ((wantnormals || wanttangents) && !normal3f)
8459 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8460 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8462 if (wanttangents && !svector3f)
8464 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8465 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8466 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8471 float RSurf_FogPoint(const float *v)
8473 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8474 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8475 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8476 float FogHeightFade = r_refdef.fogheightfade;
8478 unsigned int fogmasktableindex;
8479 if (r_refdef.fogplaneviewabove)
8480 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8482 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8483 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8484 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8487 float RSurf_FogVertex(const float *v)
8489 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8490 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8491 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8492 float FogHeightFade = rsurface.fogheightfade;
8494 unsigned int fogmasktableindex;
8495 if (r_refdef.fogplaneviewabove)
8496 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8498 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8499 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8500 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8503 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8506 for (i = 0;i < numelements;i++)
8507 outelement3i[i] = inelement3i[i] + adjust;
8510 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8511 extern cvar_t gl_vbo;
8512 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8520 int surfacefirsttriangle;
8521 int surfacenumtriangles;
8522 int surfacefirstvertex;
8523 int surfaceendvertex;
8524 int surfacenumvertices;
8525 int batchnumvertices;
8526 int batchnumtriangles;
8530 qboolean dynamicvertex;
8534 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8536 q3shaderinfo_deform_t *deform;
8537 const msurface_t *surface, *firstsurface;
8538 r_vertexmesh_t *vertexmesh;
8539 if (!texturenumsurfaces)
8541 // find vertex range of this surface batch
8543 firstsurface = texturesurfacelist[0];
8544 firsttriangle = firstsurface->num_firsttriangle;
8545 batchnumvertices = 0;
8546 batchnumtriangles = 0;
8547 firstvertex = endvertex = firstsurface->num_firstvertex;
8548 for (i = 0;i < texturenumsurfaces;i++)
8550 surface = texturesurfacelist[i];
8551 if (surface != firstsurface + i)
8553 surfacefirstvertex = surface->num_firstvertex;
8554 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8555 surfacenumvertices = surface->num_vertices;
8556 surfacenumtriangles = surface->num_triangles;
8557 if (firstvertex > surfacefirstvertex)
8558 firstvertex = surfacefirstvertex;
8559 if (endvertex < surfaceendvertex)
8560 endvertex = surfaceendvertex;
8561 batchnumvertices += surfacenumvertices;
8562 batchnumtriangles += surfacenumtriangles;
8565 // we now know the vertex range used, and if there are any gaps in it
8566 rsurface.batchfirstvertex = firstvertex;
8567 rsurface.batchnumvertices = endvertex - firstvertex;
8568 rsurface.batchfirsttriangle = firsttriangle;
8569 rsurface.batchnumtriangles = batchnumtriangles;
8571 // this variable holds flags for which properties have been updated that
8572 // may require regenerating vertexmesh array...
8575 // check if any dynamic vertex processing must occur
8576 dynamicvertex = false;
8578 // if there is a chance of animated vertex colors, it's a dynamic batch
8579 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8581 dynamicvertex = true;
8582 batchneed |= BATCHNEED_NOGAPS;
8583 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8586 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8588 switch (deform->deform)
8591 case Q3DEFORM_PROJECTIONSHADOW:
8592 case Q3DEFORM_TEXT0:
8593 case Q3DEFORM_TEXT1:
8594 case Q3DEFORM_TEXT2:
8595 case Q3DEFORM_TEXT3:
8596 case Q3DEFORM_TEXT4:
8597 case Q3DEFORM_TEXT5:
8598 case Q3DEFORM_TEXT6:
8599 case Q3DEFORM_TEXT7:
8602 case Q3DEFORM_AUTOSPRITE:
8603 dynamicvertex = true;
8604 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8605 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8607 case Q3DEFORM_AUTOSPRITE2:
8608 dynamicvertex = true;
8609 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8610 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8612 case Q3DEFORM_NORMAL:
8613 dynamicvertex = true;
8614 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8615 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8618 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8619 break; // if wavefunc is a nop, ignore this transform
8620 dynamicvertex = true;
8621 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8622 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8624 case Q3DEFORM_BULGE:
8625 dynamicvertex = true;
8626 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8627 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8630 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8631 break; // if wavefunc is a nop, ignore this transform
8632 dynamicvertex = true;
8633 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8634 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8638 switch(rsurface.texture->tcgen.tcgen)
8641 case Q3TCGEN_TEXTURE:
8643 case Q3TCGEN_LIGHTMAP:
8644 dynamicvertex = true;
8645 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8646 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8648 case Q3TCGEN_VECTOR:
8649 dynamicvertex = true;
8650 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8651 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8653 case Q3TCGEN_ENVIRONMENT:
8654 dynamicvertex = true;
8655 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8656 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8659 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8661 dynamicvertex = true;
8662 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8663 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8666 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8668 dynamicvertex = true;
8669 batchneed |= BATCHNEED_NOGAPS;
8670 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8673 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8675 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8676 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8677 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8678 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8679 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8680 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8681 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8684 // when the model data has no vertex buffer (dynamic mesh), we need to
8686 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8687 batchneed |= BATCHNEED_NOGAPS;
8689 // if needsupdate, we have to do a dynamic vertex batch for sure
8690 if (needsupdate & batchneed)
8691 dynamicvertex = true;
8693 // see if we need to build vertexmesh from arrays
8694 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8695 dynamicvertex = true;
8697 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8698 // also some drivers strongly dislike firstvertex
8699 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8700 dynamicvertex = true;
8702 rsurface.batchvertex3f = rsurface.modelvertex3f;
8703 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8704 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8705 rsurface.batchsvector3f = rsurface.modelsvector3f;
8706 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8707 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8708 rsurface.batchtvector3f = rsurface.modeltvector3f;
8709 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8710 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8711 rsurface.batchnormal3f = rsurface.modelnormal3f;
8712 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8713 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8714 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8715 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8716 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8717 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8718 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8719 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8720 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8721 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8722 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8723 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8724 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8725 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8726 rsurface.batchelement3i = rsurface.modelelement3i;
8727 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8728 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8729 rsurface.batchelement3s = rsurface.modelelement3s;
8730 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8731 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8733 // if any dynamic vertex processing has to occur in software, we copy the
8734 // entire surface list together before processing to rebase the vertices
8735 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8737 // if any gaps exist and we do not have a static vertex buffer, we have to
8738 // copy the surface list together to avoid wasting upload bandwidth on the
8739 // vertices in the gaps.
8741 // if gaps exist and we have a static vertex buffer, we still have to
8742 // combine the index buffer ranges into one dynamic index buffer.
8744 // in all cases we end up with data that can be drawn in one call.
8748 // static vertex data, just set pointers...
8749 rsurface.batchgeneratedvertex = false;
8750 // if there are gaps, we want to build a combined index buffer,
8751 // otherwise use the original static buffer with an appropriate offset
8754 // build a new triangle elements array for this batch
8755 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8756 rsurface.batchfirsttriangle = 0;
8758 for (i = 0;i < texturenumsurfaces;i++)
8760 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8761 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8762 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8763 numtriangles += surfacenumtriangles;
8765 rsurface.batchelement3i_indexbuffer = NULL;
8766 rsurface.batchelement3i_bufferoffset = 0;
8767 rsurface.batchelement3s = NULL;
8768 rsurface.batchelement3s_indexbuffer = NULL;
8769 rsurface.batchelement3s_bufferoffset = 0;
8770 if (endvertex <= 65536)
8772 // make a 16bit (unsigned short) index array if possible
8773 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8774 for (i = 0;i < numtriangles*3;i++)
8775 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8781 // something needs software processing, do it for real...
8782 // we only directly handle separate array data in this case and then
8783 // generate interleaved data if needed...
8784 rsurface.batchgeneratedvertex = true;
8786 // now copy the vertex data into a combined array and make an index array
8787 // (this is what Quake3 does all the time)
8788 //if (gaps || rsurface.batchfirstvertex)
8790 rsurface.batchvertex3fbuffer = NULL;
8791 rsurface.batchvertexmesh = NULL;
8792 rsurface.batchvertexmeshbuffer = NULL;
8793 rsurface.batchvertex3f = NULL;
8794 rsurface.batchvertex3f_vertexbuffer = NULL;
8795 rsurface.batchvertex3f_bufferoffset = 0;
8796 rsurface.batchsvector3f = NULL;
8797 rsurface.batchsvector3f_vertexbuffer = NULL;
8798 rsurface.batchsvector3f_bufferoffset = 0;
8799 rsurface.batchtvector3f = NULL;
8800 rsurface.batchtvector3f_vertexbuffer = NULL;
8801 rsurface.batchtvector3f_bufferoffset = 0;
8802 rsurface.batchnormal3f = NULL;
8803 rsurface.batchnormal3f_vertexbuffer = NULL;
8804 rsurface.batchnormal3f_bufferoffset = 0;
8805 rsurface.batchlightmapcolor4f = NULL;
8806 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8807 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8808 rsurface.batchtexcoordtexture2f = NULL;
8809 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8810 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8811 rsurface.batchtexcoordlightmap2f = NULL;
8812 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8813 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8814 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8815 rsurface.batchelement3i_indexbuffer = NULL;
8816 rsurface.batchelement3i_bufferoffset = 0;
8817 rsurface.batchelement3s = NULL;
8818 rsurface.batchelement3s_indexbuffer = NULL;
8819 rsurface.batchelement3s_bufferoffset = 0;
8820 // we'll only be setting up certain arrays as needed
8821 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8822 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8823 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8824 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8825 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8826 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8827 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8829 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8830 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8832 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8833 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8834 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8835 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8836 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8837 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8840 for (i = 0;i < texturenumsurfaces;i++)
8842 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8843 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8844 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8845 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8846 // copy only the data requested
8847 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8848 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8849 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8851 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8853 if (rsurface.batchvertex3f)
8854 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8856 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8858 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8860 if (rsurface.modelnormal3f)
8861 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8863 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8865 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8867 if (rsurface.modelsvector3f)
8869 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8870 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8874 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8875 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8878 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8880 if (rsurface.modellightmapcolor4f)
8881 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8883 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8885 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8887 if (rsurface.modeltexcoordtexture2f)
8888 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8890 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8892 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8894 if (rsurface.modeltexcoordlightmap2f)
8895 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8897 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8900 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8901 numvertices += surfacenumvertices;
8902 numtriangles += surfacenumtriangles;
8905 // generate a 16bit index array as well if possible
8906 // (in general, dynamic batches fit)
8907 if (numvertices <= 65536)
8909 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8910 for (i = 0;i < numtriangles*3;i++)
8911 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8914 // since we've copied everything, the batch now starts at 0
8915 rsurface.batchfirstvertex = 0;
8916 rsurface.batchnumvertices = batchnumvertices;
8917 rsurface.batchfirsttriangle = 0;
8918 rsurface.batchnumtriangles = batchnumtriangles;
8921 // q1bsp surfaces rendered in vertex color mode have to have colors
8922 // calculated based on lightstyles
8923 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8925 // generate color arrays for the surfaces in this list
8930 const unsigned char *lm;
8931 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8932 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8933 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8935 for (i = 0;i < texturenumsurfaces;i++)
8937 surface = texturesurfacelist[i];
8938 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8939 surfacenumvertices = surface->num_vertices;
8940 if (surface->lightmapinfo->samples)
8942 for (j = 0;j < surfacenumvertices;j++)
8944 lm = surface->lightmapinfo->samples + offsets[j];
8945 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8946 VectorScale(lm, scale, c);
8947 if (surface->lightmapinfo->styles[1] != 255)
8949 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8951 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8952 VectorMA(c, scale, lm, c);
8953 if (surface->lightmapinfo->styles[2] != 255)
8956 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8957 VectorMA(c, scale, lm, c);
8958 if (surface->lightmapinfo->styles[3] != 255)
8961 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8962 VectorMA(c, scale, lm, c);
8969 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);
8975 for (j = 0;j < surfacenumvertices;j++)
8977 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8984 // if vertices are deformed (sprite flares and things in maps, possibly
8985 // water waves, bulges and other deformations), modify the copied vertices
8987 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8989 switch (deform->deform)
8992 case Q3DEFORM_PROJECTIONSHADOW:
8993 case Q3DEFORM_TEXT0:
8994 case Q3DEFORM_TEXT1:
8995 case Q3DEFORM_TEXT2:
8996 case Q3DEFORM_TEXT3:
8997 case Q3DEFORM_TEXT4:
8998 case Q3DEFORM_TEXT5:
8999 case Q3DEFORM_TEXT6:
9000 case Q3DEFORM_TEXT7:
9003 case Q3DEFORM_AUTOSPRITE:
9004 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9005 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9006 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9007 VectorNormalize(newforward);
9008 VectorNormalize(newright);
9009 VectorNormalize(newup);
9010 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9011 // rsurface.batchvertex3f_vertexbuffer = NULL;
9012 // rsurface.batchvertex3f_bufferoffset = 0;
9013 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9014 // rsurface.batchsvector3f_vertexbuffer = NULL;
9015 // rsurface.batchsvector3f_bufferoffset = 0;
9016 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9017 // rsurface.batchtvector3f_vertexbuffer = NULL;
9018 // rsurface.batchtvector3f_bufferoffset = 0;
9019 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9020 // rsurface.batchnormal3f_vertexbuffer = NULL;
9021 // rsurface.batchnormal3f_bufferoffset = 0;
9022 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9023 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9024 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9025 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9026 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);
9027 // a single autosprite surface can contain multiple sprites...
9028 for (j = 0;j < batchnumvertices - 3;j += 4)
9030 VectorClear(center);
9031 for (i = 0;i < 4;i++)
9032 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9033 VectorScale(center, 0.25f, center);
9034 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9035 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9036 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9037 for (i = 0;i < 4;i++)
9039 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9040 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9043 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9044 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9045 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);
9047 case Q3DEFORM_AUTOSPRITE2:
9048 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9049 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9050 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9051 VectorNormalize(newforward);
9052 VectorNormalize(newright);
9053 VectorNormalize(newup);
9054 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9055 // rsurface.batchvertex3f_vertexbuffer = NULL;
9056 // rsurface.batchvertex3f_bufferoffset = 0;
9058 const float *v1, *v2;
9068 memset(shortest, 0, sizeof(shortest));
9069 // a single autosprite surface can contain multiple sprites...
9070 for (j = 0;j < batchnumvertices - 3;j += 4)
9072 VectorClear(center);
9073 for (i = 0;i < 4;i++)
9074 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9075 VectorScale(center, 0.25f, center);
9076 // find the two shortest edges, then use them to define the
9077 // axis vectors for rotating around the central axis
9078 for (i = 0;i < 6;i++)
9080 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9081 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9082 l = VectorDistance2(v1, v2);
9083 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9085 l += (1.0f / 1024.0f);
9086 if (shortest[0].length2 > l || i == 0)
9088 shortest[1] = shortest[0];
9089 shortest[0].length2 = l;
9090 shortest[0].v1 = v1;
9091 shortest[0].v2 = v2;
9093 else if (shortest[1].length2 > l || i == 1)
9095 shortest[1].length2 = l;
9096 shortest[1].v1 = v1;
9097 shortest[1].v2 = v2;
9100 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9101 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9102 // this calculates the right vector from the shortest edge
9103 // and the up vector from the edge midpoints
9104 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9105 VectorNormalize(right);
9106 VectorSubtract(end, start, up);
9107 VectorNormalize(up);
9108 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9109 VectorSubtract(rsurface.localvieworigin, center, forward);
9110 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9111 VectorNegate(forward, forward);
9112 VectorReflect(forward, 0, up, forward);
9113 VectorNormalize(forward);
9114 CrossProduct(up, forward, newright);
9115 VectorNormalize(newright);
9116 // rotate the quad around the up axis vector, this is made
9117 // especially easy by the fact we know the quad is flat,
9118 // so we only have to subtract the center position and
9119 // measure distance along the right vector, and then
9120 // multiply that by the newright vector and add back the
9122 // we also need to subtract the old position to undo the
9123 // displacement from the center, which we do with a
9124 // DotProduct, the subtraction/addition of center is also
9125 // optimized into DotProducts here
9126 l = DotProduct(right, center);
9127 for (i = 0;i < 4;i++)
9129 v1 = rsurface.batchvertex3f + 3*(j+i);
9130 f = DotProduct(right, v1) - l;
9131 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9135 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9137 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9138 // rsurface.batchnormal3f_vertexbuffer = NULL;
9139 // rsurface.batchnormal3f_bufferoffset = 0;
9140 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9142 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9144 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9145 // rsurface.batchsvector3f_vertexbuffer = NULL;
9146 // rsurface.batchsvector3f_bufferoffset = 0;
9147 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9148 // rsurface.batchtvector3f_vertexbuffer = NULL;
9149 // rsurface.batchtvector3f_bufferoffset = 0;
9150 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);
9153 case Q3DEFORM_NORMAL:
9154 // deform the normals to make reflections wavey
9155 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9156 rsurface.batchnormal3f_vertexbuffer = NULL;
9157 rsurface.batchnormal3f_bufferoffset = 0;
9158 for (j = 0;j < batchnumvertices;j++)
9161 float *normal = rsurface.batchnormal3f + 3*j;
9162 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9163 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9164 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9165 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9166 VectorNormalize(normal);
9168 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9170 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9171 // rsurface.batchsvector3f_vertexbuffer = NULL;
9172 // rsurface.batchsvector3f_bufferoffset = 0;
9173 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9174 // rsurface.batchtvector3f_vertexbuffer = NULL;
9175 // rsurface.batchtvector3f_bufferoffset = 0;
9176 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);
9180 // deform vertex array to make wavey water and flags and such
9181 waveparms[0] = deform->waveparms[0];
9182 waveparms[1] = deform->waveparms[1];
9183 waveparms[2] = deform->waveparms[2];
9184 waveparms[3] = deform->waveparms[3];
9185 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9186 break; // if wavefunc is a nop, don't make a dynamic vertex array
9187 // this is how a divisor of vertex influence on deformation
9188 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9189 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9190 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9191 // rsurface.batchvertex3f_vertexbuffer = NULL;
9192 // rsurface.batchvertex3f_bufferoffset = 0;
9193 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9194 // rsurface.batchnormal3f_vertexbuffer = NULL;
9195 // rsurface.batchnormal3f_bufferoffset = 0;
9196 for (j = 0;j < batchnumvertices;j++)
9198 // if the wavefunc depends on time, evaluate it per-vertex
9201 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9202 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9204 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9206 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9207 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9208 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9210 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9211 // rsurface.batchsvector3f_vertexbuffer = NULL;
9212 // rsurface.batchsvector3f_bufferoffset = 0;
9213 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9214 // rsurface.batchtvector3f_vertexbuffer = NULL;
9215 // rsurface.batchtvector3f_bufferoffset = 0;
9216 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);
9219 case Q3DEFORM_BULGE:
9220 // deform vertex array to make the surface have moving bulges
9221 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9222 // rsurface.batchvertex3f_vertexbuffer = NULL;
9223 // rsurface.batchvertex3f_bufferoffset = 0;
9224 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9225 // rsurface.batchnormal3f_vertexbuffer = NULL;
9226 // rsurface.batchnormal3f_bufferoffset = 0;
9227 for (j = 0;j < batchnumvertices;j++)
9229 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9230 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9232 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9233 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9234 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9236 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9237 // rsurface.batchsvector3f_vertexbuffer = NULL;
9238 // rsurface.batchsvector3f_bufferoffset = 0;
9239 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9240 // rsurface.batchtvector3f_vertexbuffer = NULL;
9241 // rsurface.batchtvector3f_bufferoffset = 0;
9242 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);
9246 // deform vertex array
9247 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9248 break; // if wavefunc is a nop, don't make a dynamic vertex array
9249 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9250 VectorScale(deform->parms, scale, waveparms);
9251 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9252 // rsurface.batchvertex3f_vertexbuffer = NULL;
9253 // rsurface.batchvertex3f_bufferoffset = 0;
9254 for (j = 0;j < batchnumvertices;j++)
9255 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9260 // generate texcoords based on the chosen texcoord source
9261 switch(rsurface.texture->tcgen.tcgen)
9264 case Q3TCGEN_TEXTURE:
9266 case Q3TCGEN_LIGHTMAP:
9267 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9268 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9269 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9270 if (rsurface.batchtexcoordlightmap2f)
9271 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9273 case Q3TCGEN_VECTOR:
9274 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9275 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9276 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9277 for (j = 0;j < batchnumvertices;j++)
9279 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9280 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9283 case Q3TCGEN_ENVIRONMENT:
9284 // make environment reflections using a spheremap
9285 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9286 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9287 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9288 for (j = 0;j < batchnumvertices;j++)
9290 // identical to Q3A's method, but executed in worldspace so
9291 // carried models can be shiny too
9293 float viewer[3], d, reflected[3], worldreflected[3];
9295 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9296 // VectorNormalize(viewer);
9298 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9300 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9301 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9302 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9303 // note: this is proportinal to viewer, so we can normalize later
9305 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9306 VectorNormalize(worldreflected);
9308 // note: this sphere map only uses world x and z!
9309 // so positive and negative y will LOOK THE SAME.
9310 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9311 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9315 // the only tcmod that needs software vertex processing is turbulent, so
9316 // check for it here and apply the changes if needed
9317 // and we only support that as the first one
9318 // (handling a mixture of turbulent and other tcmods would be problematic
9319 // without punting it entirely to a software path)
9320 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9322 amplitude = rsurface.texture->tcmods[0].parms[1];
9323 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9324 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9325 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9326 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9327 for (j = 0;j < batchnumvertices;j++)
9329 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);
9330 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9334 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9336 // convert the modified arrays to vertex structs
9337 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9338 // rsurface.batchvertexmeshbuffer = NULL;
9339 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9340 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9341 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9342 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9343 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9344 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9345 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9347 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9349 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9350 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9353 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9354 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9355 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9356 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9357 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9358 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9359 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9360 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9361 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9365 void RSurf_DrawBatch(void)
9367 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9368 // through the pipeline, killing it earlier in the pipeline would have
9369 // per-surface overhead rather than per-batch overhead, so it's best to
9370 // reject it here, before it hits glDraw.
9371 if (rsurface.batchnumtriangles == 0)
9374 // batch debugging code
9375 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9381 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9382 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9385 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9387 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9389 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9390 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);
9397 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);
9400 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9402 // pick the closest matching water plane
9403 int planeindex, vertexindex, bestplaneindex = -1;
9407 r_waterstate_waterplane_t *p;
9408 qboolean prepared = false;
9410 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9412 if(p->camera_entity != rsurface.texture->camera_entity)
9417 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9419 if(rsurface.batchnumvertices == 0)
9422 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9424 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9425 d += fabs(PlaneDiff(vert, &p->plane));
9427 if (bestd > d || bestplaneindex < 0)
9430 bestplaneindex = planeindex;
9433 return bestplaneindex;
9434 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9435 // this situation though, as it might be better to render single larger
9436 // batches with useless stuff (backface culled for example) than to
9437 // render multiple smaller batches
9440 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9443 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9444 rsurface.passcolor4f_vertexbuffer = 0;
9445 rsurface.passcolor4f_bufferoffset = 0;
9446 for (i = 0;i < rsurface.batchnumvertices;i++)
9447 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9450 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9457 if (rsurface.passcolor4f)
9459 // generate color arrays
9460 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9461 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9462 rsurface.passcolor4f_vertexbuffer = 0;
9463 rsurface.passcolor4f_bufferoffset = 0;
9464 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9466 f = RSurf_FogVertex(v);
9475 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9476 rsurface.passcolor4f_vertexbuffer = 0;
9477 rsurface.passcolor4f_bufferoffset = 0;
9478 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9480 f = RSurf_FogVertex(v);
9489 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9496 if (!rsurface.passcolor4f)
9498 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9499 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9500 rsurface.passcolor4f_vertexbuffer = 0;
9501 rsurface.passcolor4f_bufferoffset = 0;
9502 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)
9504 f = RSurf_FogVertex(v);
9505 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9506 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9507 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9512 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9517 if (!rsurface.passcolor4f)
9519 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9520 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9521 rsurface.passcolor4f_vertexbuffer = 0;
9522 rsurface.passcolor4f_bufferoffset = 0;
9523 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9532 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9537 if (!rsurface.passcolor4f)
9539 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9540 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9541 rsurface.passcolor4f_vertexbuffer = 0;
9542 rsurface.passcolor4f_bufferoffset = 0;
9543 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9545 c2[0] = c[0] + r_refdef.scene.ambient;
9546 c2[1] = c[1] + r_refdef.scene.ambient;
9547 c2[2] = c[2] + r_refdef.scene.ambient;
9552 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9555 rsurface.passcolor4f = NULL;
9556 rsurface.passcolor4f_vertexbuffer = 0;
9557 rsurface.passcolor4f_bufferoffset = 0;
9558 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9559 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9560 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9561 GL_Color(r, g, b, a);
9562 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9566 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9568 // TODO: optimize applyfog && applycolor case
9569 // just apply fog if necessary, and tint the fog color array if necessary
9570 rsurface.passcolor4f = NULL;
9571 rsurface.passcolor4f_vertexbuffer = 0;
9572 rsurface.passcolor4f_bufferoffset = 0;
9573 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9574 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9575 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9576 GL_Color(r, g, b, a);
9580 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9583 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9584 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9585 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9586 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9587 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9588 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9589 GL_Color(r, g, b, a);
9593 static void RSurf_DrawBatch_GL11_ClampColor(void)
9598 if (!rsurface.passcolor4f)
9600 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9602 c2[0] = bound(0.0f, c1[0], 1.0f);
9603 c2[1] = bound(0.0f, c1[1], 1.0f);
9604 c2[2] = bound(0.0f, c1[2], 1.0f);
9605 c2[3] = bound(0.0f, c1[3], 1.0f);
9609 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9619 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9620 rsurface.passcolor4f_vertexbuffer = 0;
9621 rsurface.passcolor4f_bufferoffset = 0;
9622 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)
9624 f = -DotProduct(r_refdef.view.forward, n);
9626 f = f * 0.85 + 0.15; // work around so stuff won't get black
9627 f *= r_refdef.lightmapintensity;
9628 Vector4Set(c, f, f, f, 1);
9632 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9634 RSurf_DrawBatch_GL11_ApplyFakeLight();
9635 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9636 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9637 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9638 GL_Color(r, g, b, a);
9642 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9650 vec3_t ambientcolor;
9651 vec3_t diffusecolor;
9655 VectorCopy(rsurface.modellight_lightdir, lightdir);
9656 f = 0.5f * r_refdef.lightmapintensity;
9657 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9658 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9659 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9660 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9661 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9662 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9664 if (VectorLength2(diffusecolor) > 0)
9666 // q3-style directional shading
9667 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9668 rsurface.passcolor4f_vertexbuffer = 0;
9669 rsurface.passcolor4f_bufferoffset = 0;
9670 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)
9672 if ((f = DotProduct(n, lightdir)) > 0)
9673 VectorMA(ambientcolor, f, diffusecolor, c);
9675 VectorCopy(ambientcolor, c);
9682 *applycolor = false;
9686 *r = ambientcolor[0];
9687 *g = ambientcolor[1];
9688 *b = ambientcolor[2];
9689 rsurface.passcolor4f = NULL;
9690 rsurface.passcolor4f_vertexbuffer = 0;
9691 rsurface.passcolor4f_bufferoffset = 0;
9695 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9697 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9698 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9699 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9700 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9701 GL_Color(r, g, b, a);
9705 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9713 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9714 rsurface.passcolor4f_vertexbuffer = 0;
9715 rsurface.passcolor4f_bufferoffset = 0;
9717 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9719 f = 1 - RSurf_FogVertex(v);
9727 void RSurf_SetupDepthAndCulling(void)
9729 // submodels are biased to avoid z-fighting with world surfaces that they
9730 // may be exactly overlapping (avoids z-fighting artifacts on certain
9731 // doors and things in Quake maps)
9732 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9733 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9734 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9735 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9738 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9740 // transparent sky would be ridiculous
9741 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9743 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9744 skyrenderlater = true;
9745 RSurf_SetupDepthAndCulling();
9747 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9748 // skymasking on them, and Quake3 never did sky masking (unlike
9749 // software Quake and software Quake2), so disable the sky masking
9750 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9751 // and skymasking also looks very bad when noclipping outside the
9752 // level, so don't use it then either.
9753 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9755 R_Mesh_ResetTextureState();
9756 if (skyrendermasked)
9758 R_SetupShader_DepthOrShadow(false);
9759 // depth-only (masking)
9760 GL_ColorMask(0,0,0,0);
9761 // just to make sure that braindead drivers don't draw
9762 // anything despite that colormask...
9763 GL_BlendFunc(GL_ZERO, GL_ONE);
9764 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9765 if (rsurface.batchvertex3fbuffer)
9766 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9768 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9772 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9774 GL_BlendFunc(GL_ONE, GL_ZERO);
9775 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9776 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9777 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9780 if (skyrendermasked)
9781 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9783 R_Mesh_ResetTextureState();
9784 GL_Color(1, 1, 1, 1);
9787 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9788 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9789 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9791 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9795 // render screenspace normalmap to texture
9797 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9801 // bind lightmap texture
9803 // water/refraction/reflection/camera surfaces have to be handled specially
9804 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9806 int start, end, startplaneindex;
9807 for (start = 0;start < texturenumsurfaces;start = end)
9809 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9810 if(startplaneindex < 0)
9812 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9813 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9817 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9819 // now that we have a batch using the same planeindex, render it
9820 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9822 // render water or distortion background
9824 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9826 // blend surface on top
9827 GL_DepthMask(false);
9828 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9831 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9833 // render surface with reflection texture as input
9834 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9835 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9842 // render surface batch normally
9843 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9844 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9848 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9850 // OpenGL 1.3 path - anything not completely ancient
9851 qboolean applycolor;
9854 const texturelayer_t *layer;
9855 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9856 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9858 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9861 int layertexrgbscale;
9862 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9864 if (layerindex == 0)
9868 GL_AlphaTest(false);
9869 GL_DepthFunc(GL_EQUAL);
9872 GL_DepthMask(layer->depthmask && writedepth);
9873 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9874 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9876 layertexrgbscale = 4;
9877 VectorScale(layer->color, 0.25f, layercolor);
9879 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9881 layertexrgbscale = 2;
9882 VectorScale(layer->color, 0.5f, layercolor);
9886 layertexrgbscale = 1;
9887 VectorScale(layer->color, 1.0f, layercolor);
9889 layercolor[3] = layer->color[3];
9890 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9891 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9892 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9893 switch (layer->type)
9895 case TEXTURELAYERTYPE_LITTEXTURE:
9896 // single-pass lightmapped texture with 2x rgbscale
9897 R_Mesh_TexBind(0, r_texture_white);
9898 R_Mesh_TexMatrix(0, NULL);
9899 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9900 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9901 R_Mesh_TexBind(1, layer->texture);
9902 R_Mesh_TexMatrix(1, &layer->texmatrix);
9903 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9904 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9905 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9906 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9907 else if (FAKELIGHT_ENABLED)
9908 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9909 else if (rsurface.uselightmaptexture)
9910 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9912 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9914 case TEXTURELAYERTYPE_TEXTURE:
9915 // singletexture unlit texture with transparency support
9916 R_Mesh_TexBind(0, layer->texture);
9917 R_Mesh_TexMatrix(0, &layer->texmatrix);
9918 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9919 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9920 R_Mesh_TexBind(1, 0);
9921 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9922 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9924 case TEXTURELAYERTYPE_FOG:
9925 // singletexture fogging
9928 R_Mesh_TexBind(0, layer->texture);
9929 R_Mesh_TexMatrix(0, &layer->texmatrix);
9930 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9931 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9935 R_Mesh_TexBind(0, 0);
9936 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9938 R_Mesh_TexBind(1, 0);
9939 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9940 // generate a color array for the fog pass
9941 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9942 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9946 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9949 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9951 GL_DepthFunc(GL_LEQUAL);
9952 GL_AlphaTest(false);
9956 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9958 // OpenGL 1.1 - crusty old voodoo path
9961 const texturelayer_t *layer;
9962 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9963 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9965 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9967 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9969 if (layerindex == 0)
9973 GL_AlphaTest(false);
9974 GL_DepthFunc(GL_EQUAL);
9977 GL_DepthMask(layer->depthmask && writedepth);
9978 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9979 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9980 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9981 switch (layer->type)
9983 case TEXTURELAYERTYPE_LITTEXTURE:
9984 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9986 // two-pass lit texture with 2x rgbscale
9987 // first the lightmap pass
9988 R_Mesh_TexBind(0, r_texture_white);
9989 R_Mesh_TexMatrix(0, NULL);
9990 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9991 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9992 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9993 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9994 else if (FAKELIGHT_ENABLED)
9995 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9996 else if (rsurface.uselightmaptexture)
9997 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9999 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10000 // then apply the texture to it
10001 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10002 R_Mesh_TexBind(0, layer->texture);
10003 R_Mesh_TexMatrix(0, &layer->texmatrix);
10004 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10005 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10006 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);
10010 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10011 R_Mesh_TexBind(0, layer->texture);
10012 R_Mesh_TexMatrix(0, &layer->texmatrix);
10013 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10014 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10015 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10016 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);
10018 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);
10021 case TEXTURELAYERTYPE_TEXTURE:
10022 // singletexture unlit texture with transparency support
10023 R_Mesh_TexBind(0, layer->texture);
10024 R_Mesh_TexMatrix(0, &layer->texmatrix);
10025 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10026 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10027 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);
10029 case TEXTURELAYERTYPE_FOG:
10030 // singletexture fogging
10031 if (layer->texture)
10033 R_Mesh_TexBind(0, layer->texture);
10034 R_Mesh_TexMatrix(0, &layer->texmatrix);
10035 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10036 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10040 R_Mesh_TexBind(0, 0);
10041 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10043 // generate a color array for the fog pass
10044 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10045 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10049 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10052 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10054 GL_DepthFunc(GL_LEQUAL);
10055 GL_AlphaTest(false);
10059 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10063 r_vertexgeneric_t *batchvertex;
10066 // R_Mesh_ResetTextureState();
10067 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10069 if(rsurface.texture && rsurface.texture->currentskinframe)
10071 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10072 c[3] *= rsurface.texture->currentalpha;
10082 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10084 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10085 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10086 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10089 // brighten it up (as texture value 127 means "unlit")
10090 c[0] *= 2 * r_refdef.view.colorscale;
10091 c[1] *= 2 * r_refdef.view.colorscale;
10092 c[2] *= 2 * r_refdef.view.colorscale;
10094 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10095 c[3] *= r_wateralpha.value;
10097 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10099 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10100 GL_DepthMask(false);
10102 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10104 GL_BlendFunc(GL_ONE, GL_ONE);
10105 GL_DepthMask(false);
10107 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10109 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10110 GL_DepthMask(false);
10112 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10114 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10115 GL_DepthMask(false);
10119 GL_BlendFunc(GL_ONE, GL_ZERO);
10120 GL_DepthMask(writedepth);
10123 if (r_showsurfaces.integer == 3)
10125 rsurface.passcolor4f = NULL;
10127 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10129 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10131 rsurface.passcolor4f = NULL;
10132 rsurface.passcolor4f_vertexbuffer = 0;
10133 rsurface.passcolor4f_bufferoffset = 0;
10135 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10137 qboolean applycolor = true;
10140 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10142 r_refdef.lightmapintensity = 1;
10143 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10144 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10146 else if (FAKELIGHT_ENABLED)
10148 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10150 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10151 RSurf_DrawBatch_GL11_ApplyFakeLight();
10152 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10156 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10158 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10159 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10160 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10163 if(!rsurface.passcolor4f)
10164 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10166 RSurf_DrawBatch_GL11_ApplyAmbient();
10167 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10168 if(r_refdef.fogenabled)
10169 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10170 RSurf_DrawBatch_GL11_ClampColor();
10172 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10173 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10176 else if (!r_refdef.view.showdebug)
10178 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10179 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10180 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10182 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10183 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10185 R_Mesh_PrepareVertices_Generic_Unlock();
10188 else if (r_showsurfaces.integer == 4)
10190 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10191 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10192 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10194 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10195 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10196 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10198 R_Mesh_PrepareVertices_Generic_Unlock();
10201 else if (r_showsurfaces.integer == 2)
10204 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10205 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10206 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10208 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10209 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10210 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10211 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10212 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10213 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10214 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10216 R_Mesh_PrepareVertices_Generic_Unlock();
10217 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10221 int texturesurfaceindex;
10223 const msurface_t *surface;
10224 float surfacecolor4f[4];
10225 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10226 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10228 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10230 surface = texturesurfacelist[texturesurfaceindex];
10231 k = (int)(((size_t)surface) / sizeof(msurface_t));
10232 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10233 for (j = 0;j < surface->num_vertices;j++)
10235 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10236 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10240 R_Mesh_PrepareVertices_Generic_Unlock();
10245 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10248 RSurf_SetupDepthAndCulling();
10249 if (r_showsurfaces.integer)
10251 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10254 switch (vid.renderpath)
10256 case RENDERPATH_GL20:
10257 case RENDERPATH_D3D9:
10258 case RENDERPATH_D3D10:
10259 case RENDERPATH_D3D11:
10260 case RENDERPATH_SOFT:
10261 case RENDERPATH_GLES2:
10262 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10264 case RENDERPATH_GL13:
10265 case RENDERPATH_GLES1:
10266 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10268 case RENDERPATH_GL11:
10269 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10275 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10278 RSurf_SetupDepthAndCulling();
10279 if (r_showsurfaces.integer)
10281 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10284 switch (vid.renderpath)
10286 case RENDERPATH_GL20:
10287 case RENDERPATH_D3D9:
10288 case RENDERPATH_D3D10:
10289 case RENDERPATH_D3D11:
10290 case RENDERPATH_SOFT:
10291 case RENDERPATH_GLES2:
10292 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10294 case RENDERPATH_GL13:
10295 case RENDERPATH_GLES1:
10296 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10298 case RENDERPATH_GL11:
10299 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10305 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10308 int texturenumsurfaces, endsurface;
10309 texture_t *texture;
10310 const msurface_t *surface;
10311 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10313 // if the model is static it doesn't matter what value we give for
10314 // wantnormals and wanttangents, so this logic uses only rules applicable
10315 // to a model, knowing that they are meaningless otherwise
10316 if (ent == r_refdef.scene.worldentity)
10317 RSurf_ActiveWorldEntity();
10318 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10319 RSurf_ActiveModelEntity(ent, false, false, false);
10322 switch (vid.renderpath)
10324 case RENDERPATH_GL20:
10325 case RENDERPATH_D3D9:
10326 case RENDERPATH_D3D10:
10327 case RENDERPATH_D3D11:
10328 case RENDERPATH_SOFT:
10329 case RENDERPATH_GLES2:
10330 RSurf_ActiveModelEntity(ent, true, true, false);
10332 case RENDERPATH_GL11:
10333 case RENDERPATH_GL13:
10334 case RENDERPATH_GLES1:
10335 RSurf_ActiveModelEntity(ent, true, false, false);
10340 if (r_transparentdepthmasking.integer)
10342 qboolean setup = false;
10343 for (i = 0;i < numsurfaces;i = j)
10346 surface = rsurface.modelsurfaces + surfacelist[i];
10347 texture = surface->texture;
10348 rsurface.texture = R_GetCurrentTexture(texture);
10349 rsurface.lightmaptexture = NULL;
10350 rsurface.deluxemaptexture = NULL;
10351 rsurface.uselightmaptexture = false;
10352 // scan ahead until we find a different texture
10353 endsurface = min(i + 1024, numsurfaces);
10354 texturenumsurfaces = 0;
10355 texturesurfacelist[texturenumsurfaces++] = surface;
10356 for (;j < endsurface;j++)
10358 surface = rsurface.modelsurfaces + surfacelist[j];
10359 if (texture != surface->texture)
10361 texturesurfacelist[texturenumsurfaces++] = surface;
10363 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10365 // render the range of surfaces as depth
10369 GL_ColorMask(0,0,0,0);
10371 GL_DepthTest(true);
10372 GL_BlendFunc(GL_ONE, GL_ZERO);
10373 GL_DepthMask(true);
10374 // R_Mesh_ResetTextureState();
10375 R_SetupShader_DepthOrShadow(false);
10377 RSurf_SetupDepthAndCulling();
10378 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10379 if (rsurface.batchvertex3fbuffer)
10380 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10382 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10386 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10389 for (i = 0;i < numsurfaces;i = j)
10392 surface = rsurface.modelsurfaces + surfacelist[i];
10393 texture = surface->texture;
10394 rsurface.texture = R_GetCurrentTexture(texture);
10395 // scan ahead until we find a different texture
10396 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10397 texturenumsurfaces = 0;
10398 texturesurfacelist[texturenumsurfaces++] = surface;
10399 if(FAKELIGHT_ENABLED)
10401 rsurface.lightmaptexture = NULL;
10402 rsurface.deluxemaptexture = NULL;
10403 rsurface.uselightmaptexture = false;
10404 for (;j < endsurface;j++)
10406 surface = rsurface.modelsurfaces + surfacelist[j];
10407 if (texture != surface->texture)
10409 texturesurfacelist[texturenumsurfaces++] = surface;
10414 rsurface.lightmaptexture = surface->lightmaptexture;
10415 rsurface.deluxemaptexture = surface->deluxemaptexture;
10416 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10417 for (;j < endsurface;j++)
10419 surface = rsurface.modelsurfaces + surfacelist[j];
10420 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10422 texturesurfacelist[texturenumsurfaces++] = surface;
10425 // render the range of surfaces
10426 if (ent == r_refdef.scene.worldentity)
10427 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10429 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10431 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10434 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10436 // transparent surfaces get pushed off into the transparent queue
10437 int surfacelistindex;
10438 const msurface_t *surface;
10439 vec3_t tempcenter, center;
10440 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10442 surface = texturesurfacelist[surfacelistindex];
10443 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10444 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10445 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10446 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10447 if (queueentity->transparent_offset) // transparent offset
10449 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10450 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10451 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10453 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10457 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10459 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10461 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10463 RSurf_SetupDepthAndCulling();
10464 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10465 if (rsurface.batchvertex3fbuffer)
10466 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10468 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10472 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10474 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10477 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10480 if (!rsurface.texture->currentnumlayers)
10482 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10483 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10485 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10487 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10488 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10489 else if (!rsurface.texture->currentnumlayers)
10491 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10493 // in the deferred case, transparent surfaces were queued during prepass
10494 if (!r_shadow_usingdeferredprepass)
10495 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10499 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10500 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10505 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10508 texture_t *texture;
10509 R_FrameData_SetMark();
10510 // break the surface list down into batches by texture and use of lightmapping
10511 for (i = 0;i < numsurfaces;i = j)
10514 // texture is the base texture pointer, rsurface.texture is the
10515 // current frame/skin the texture is directing us to use (for example
10516 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10517 // use skin 1 instead)
10518 texture = surfacelist[i]->texture;
10519 rsurface.texture = R_GetCurrentTexture(texture);
10520 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10522 // if this texture is not the kind we want, skip ahead to the next one
10523 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10527 if(FAKELIGHT_ENABLED || depthonly || prepass)
10529 rsurface.lightmaptexture = NULL;
10530 rsurface.deluxemaptexture = NULL;
10531 rsurface.uselightmaptexture = false;
10532 // simply scan ahead until we find a different texture or lightmap state
10533 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10538 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10539 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10540 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10541 // simply scan ahead until we find a different texture or lightmap state
10542 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10545 // render the range of surfaces
10546 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10548 R_FrameData_ReturnToMark();
10551 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10555 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10558 if (!rsurface.texture->currentnumlayers)
10560 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10561 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10563 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10565 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10566 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10567 else if (!rsurface.texture->currentnumlayers)
10569 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10571 // in the deferred case, transparent surfaces were queued during prepass
10572 if (!r_shadow_usingdeferredprepass)
10573 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10577 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10578 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10583 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10586 texture_t *texture;
10587 R_FrameData_SetMark();
10588 // break the surface list down into batches by texture and use of lightmapping
10589 for (i = 0;i < numsurfaces;i = j)
10592 // texture is the base texture pointer, rsurface.texture is the
10593 // current frame/skin the texture is directing us to use (for example
10594 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10595 // use skin 1 instead)
10596 texture = surfacelist[i]->texture;
10597 rsurface.texture = R_GetCurrentTexture(texture);
10598 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10600 // if this texture is not the kind we want, skip ahead to the next one
10601 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10605 if(FAKELIGHT_ENABLED || depthonly || prepass)
10607 rsurface.lightmaptexture = NULL;
10608 rsurface.deluxemaptexture = NULL;
10609 rsurface.uselightmaptexture = false;
10610 // simply scan ahead until we find a different texture or lightmap state
10611 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10616 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10617 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10618 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10619 // simply scan ahead until we find a different texture or lightmap state
10620 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10623 // render the range of surfaces
10624 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10626 R_FrameData_ReturnToMark();
10629 float locboxvertex3f[6*4*3] =
10631 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10632 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10633 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10634 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10635 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10636 1,0,0, 0,0,0, 0,1,0, 1,1,0
10639 unsigned short locboxelements[6*2*3] =
10644 12,13,14, 12,14,15,
10645 16,17,18, 16,18,19,
10649 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10652 cl_locnode_t *loc = (cl_locnode_t *)ent;
10654 float vertex3f[6*4*3];
10656 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10657 GL_DepthMask(false);
10658 GL_DepthRange(0, 1);
10659 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10660 GL_DepthTest(true);
10661 GL_CullFace(GL_NONE);
10662 R_EntityMatrix(&identitymatrix);
10664 // R_Mesh_ResetTextureState();
10666 i = surfacelist[0];
10667 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10668 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10669 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10670 surfacelist[0] < 0 ? 0.5f : 0.125f);
10672 if (VectorCompare(loc->mins, loc->maxs))
10674 VectorSet(size, 2, 2, 2);
10675 VectorMA(loc->mins, -0.5f, size, mins);
10679 VectorCopy(loc->mins, mins);
10680 VectorSubtract(loc->maxs, loc->mins, size);
10683 for (i = 0;i < 6*4*3;)
10684 for (j = 0;j < 3;j++, i++)
10685 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10687 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10688 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10689 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10692 void R_DrawLocs(void)
10695 cl_locnode_t *loc, *nearestloc;
10697 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10698 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10700 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10701 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10705 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10707 if (decalsystem->decals)
10708 Mem_Free(decalsystem->decals);
10709 memset(decalsystem, 0, sizeof(*decalsystem));
10712 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10715 tridecal_t *decals;
10718 // expand or initialize the system
10719 if (decalsystem->maxdecals <= decalsystem->numdecals)
10721 decalsystem_t old = *decalsystem;
10722 qboolean useshortelements;
10723 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10724 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10725 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)));
10726 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10727 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10728 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10729 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10730 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10731 if (decalsystem->numdecals)
10732 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10734 Mem_Free(old.decals);
10735 for (i = 0;i < decalsystem->maxdecals*3;i++)
10736 decalsystem->element3i[i] = i;
10737 if (useshortelements)
10738 for (i = 0;i < decalsystem->maxdecals*3;i++)
10739 decalsystem->element3s[i] = i;
10742 // grab a decal and search for another free slot for the next one
10743 decals = decalsystem->decals;
10744 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10745 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10747 decalsystem->freedecal = i;
10748 if (decalsystem->numdecals <= i)
10749 decalsystem->numdecals = i + 1;
10751 // initialize the decal
10753 decal->triangleindex = triangleindex;
10754 decal->surfaceindex = surfaceindex;
10755 decal->decalsequence = decalsequence;
10756 decal->color4f[0][0] = c0[0];
10757 decal->color4f[0][1] = c0[1];
10758 decal->color4f[0][2] = c0[2];
10759 decal->color4f[0][3] = 1;
10760 decal->color4f[1][0] = c1[0];
10761 decal->color4f[1][1] = c1[1];
10762 decal->color4f[1][2] = c1[2];
10763 decal->color4f[1][3] = 1;
10764 decal->color4f[2][0] = c2[0];
10765 decal->color4f[2][1] = c2[1];
10766 decal->color4f[2][2] = c2[2];
10767 decal->color4f[2][3] = 1;
10768 decal->vertex3f[0][0] = v0[0];
10769 decal->vertex3f[0][1] = v0[1];
10770 decal->vertex3f[0][2] = v0[2];
10771 decal->vertex3f[1][0] = v1[0];
10772 decal->vertex3f[1][1] = v1[1];
10773 decal->vertex3f[1][2] = v1[2];
10774 decal->vertex3f[2][0] = v2[0];
10775 decal->vertex3f[2][1] = v2[1];
10776 decal->vertex3f[2][2] = v2[2];
10777 decal->texcoord2f[0][0] = t0[0];
10778 decal->texcoord2f[0][1] = t0[1];
10779 decal->texcoord2f[1][0] = t1[0];
10780 decal->texcoord2f[1][1] = t1[1];
10781 decal->texcoord2f[2][0] = t2[0];
10782 decal->texcoord2f[2][1] = t2[1];
10783 TriangleNormal(v0, v1, v2, decal->plane);
10784 VectorNormalize(decal->plane);
10785 decal->plane[3] = DotProduct(v0, decal->plane);
10788 extern cvar_t cl_decals_bias;
10789 extern cvar_t cl_decals_models;
10790 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10791 // baseparms, parms, temps
10792 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10797 const float *vertex3f;
10798 const float *normal3f;
10800 float points[2][9][3];
10807 e = rsurface.modelelement3i + 3*triangleindex;
10809 vertex3f = rsurface.modelvertex3f;
10810 normal3f = rsurface.modelnormal3f;
10814 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10816 index = 3*e[cornerindex];
10817 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10822 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10824 index = 3*e[cornerindex];
10825 VectorCopy(vertex3f + index, v[cornerindex]);
10830 //TriangleNormal(v[0], v[1], v[2], normal);
10831 //if (DotProduct(normal, localnormal) < 0.0f)
10833 // clip by each of the box planes formed from the projection matrix
10834 // if anything survives, we emit the decal
10835 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]);
10838 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]);
10841 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]);
10844 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]);
10847 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]);
10850 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]);
10853 // some part of the triangle survived, so we have to accept it...
10856 // dynamic always uses the original triangle
10858 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10860 index = 3*e[cornerindex];
10861 VectorCopy(vertex3f + index, v[cornerindex]);
10864 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10866 // convert vertex positions to texcoords
10867 Matrix4x4_Transform(projection, v[cornerindex], temp);
10868 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10869 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10870 // calculate distance fade from the projection origin
10871 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10872 f = bound(0.0f, f, 1.0f);
10873 c[cornerindex][0] = r * f;
10874 c[cornerindex][1] = g * f;
10875 c[cornerindex][2] = b * f;
10876 c[cornerindex][3] = 1.0f;
10877 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10880 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);
10882 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10883 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);
10885 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10887 matrix4x4_t projection;
10888 decalsystem_t *decalsystem;
10891 const msurface_t *surface;
10892 const msurface_t *surfaces;
10893 const int *surfacelist;
10894 const texture_t *texture;
10896 int numsurfacelist;
10897 int surfacelistindex;
10900 float localorigin[3];
10901 float localnormal[3];
10902 float localmins[3];
10903 float localmaxs[3];
10906 float planes[6][4];
10909 int bih_triangles_count;
10910 int bih_triangles[256];
10911 int bih_surfaces[256];
10913 decalsystem = &ent->decalsystem;
10914 model = ent->model;
10915 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10917 R_DecalSystem_Reset(&ent->decalsystem);
10921 if (!model->brush.data_leafs && !cl_decals_models.integer)
10923 if (decalsystem->model)
10924 R_DecalSystem_Reset(decalsystem);
10928 if (decalsystem->model != model)
10929 R_DecalSystem_Reset(decalsystem);
10930 decalsystem->model = model;
10932 RSurf_ActiveModelEntity(ent, true, false, false);
10934 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10935 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10936 VectorNormalize(localnormal);
10937 localsize = worldsize*rsurface.inversematrixscale;
10938 localmins[0] = localorigin[0] - localsize;
10939 localmins[1] = localorigin[1] - localsize;
10940 localmins[2] = localorigin[2] - localsize;
10941 localmaxs[0] = localorigin[0] + localsize;
10942 localmaxs[1] = localorigin[1] + localsize;
10943 localmaxs[2] = localorigin[2] + localsize;
10945 //VectorCopy(localnormal, planes[4]);
10946 //VectorVectors(planes[4], planes[2], planes[0]);
10947 AnglesFromVectors(angles, localnormal, NULL, false);
10948 AngleVectors(angles, planes[0], planes[2], planes[4]);
10949 VectorNegate(planes[0], planes[1]);
10950 VectorNegate(planes[2], planes[3]);
10951 VectorNegate(planes[4], planes[5]);
10952 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10953 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10954 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10955 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10956 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10957 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10962 matrix4x4_t forwardprojection;
10963 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10964 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10969 float projectionvector[4][3];
10970 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10971 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10972 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10973 projectionvector[0][0] = planes[0][0] * ilocalsize;
10974 projectionvector[0][1] = planes[1][0] * ilocalsize;
10975 projectionvector[0][2] = planes[2][0] * ilocalsize;
10976 projectionvector[1][0] = planes[0][1] * ilocalsize;
10977 projectionvector[1][1] = planes[1][1] * ilocalsize;
10978 projectionvector[1][2] = planes[2][1] * ilocalsize;
10979 projectionvector[2][0] = planes[0][2] * ilocalsize;
10980 projectionvector[2][1] = planes[1][2] * ilocalsize;
10981 projectionvector[2][2] = planes[2][2] * ilocalsize;
10982 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10983 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10984 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10985 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10989 dynamic = model->surfmesh.isanimated;
10990 numsurfacelist = model->nummodelsurfaces;
10991 surfacelist = model->sortedmodelsurfaces;
10992 surfaces = model->data_surfaces;
10995 bih_triangles_count = -1;
10998 if(model->render_bih.numleafs)
10999 bih = &model->render_bih;
11000 else if(model->collision_bih.numleafs)
11001 bih = &model->collision_bih;
11004 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11005 if(bih_triangles_count == 0)
11007 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11009 if(bih_triangles_count > 0)
11011 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11013 surfaceindex = bih_surfaces[triangleindex];
11014 surface = surfaces + surfaceindex;
11015 texture = surface->texture;
11016 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11018 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11020 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11025 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11027 surfaceindex = surfacelist[surfacelistindex];
11028 surface = surfaces + surfaceindex;
11029 // check cull box first because it rejects more than any other check
11030 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11032 // skip transparent surfaces
11033 texture = surface->texture;
11034 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11036 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11038 numtriangles = surface->num_triangles;
11039 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11040 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11045 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11046 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11048 int renderentityindex;
11049 float worldmins[3];
11050 float worldmaxs[3];
11051 entity_render_t *ent;
11053 if (!cl_decals_newsystem.integer)
11056 worldmins[0] = worldorigin[0] - worldsize;
11057 worldmins[1] = worldorigin[1] - worldsize;
11058 worldmins[2] = worldorigin[2] - worldsize;
11059 worldmaxs[0] = worldorigin[0] + worldsize;
11060 worldmaxs[1] = worldorigin[1] + worldsize;
11061 worldmaxs[2] = worldorigin[2] + worldsize;
11063 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11065 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11067 ent = r_refdef.scene.entities[renderentityindex];
11068 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11071 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11075 typedef struct r_decalsystem_splatqueue_s
11077 vec3_t worldorigin;
11078 vec3_t worldnormal;
11084 r_decalsystem_splatqueue_t;
11086 int r_decalsystem_numqueued = 0;
11087 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11089 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)
11091 r_decalsystem_splatqueue_t *queue;
11093 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11096 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11097 VectorCopy(worldorigin, queue->worldorigin);
11098 VectorCopy(worldnormal, queue->worldnormal);
11099 Vector4Set(queue->color, r, g, b, a);
11100 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11101 queue->worldsize = worldsize;
11102 queue->decalsequence = cl.decalsequence++;
11105 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11108 r_decalsystem_splatqueue_t *queue;
11110 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11111 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);
11112 r_decalsystem_numqueued = 0;
11115 extern cvar_t cl_decals_max;
11116 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11119 decalsystem_t *decalsystem = &ent->decalsystem;
11126 if (!decalsystem->numdecals)
11129 if (r_showsurfaces.integer)
11132 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11134 R_DecalSystem_Reset(decalsystem);
11138 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11139 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11141 if (decalsystem->lastupdatetime)
11142 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11145 decalsystem->lastupdatetime = r_refdef.scene.time;
11146 decal = decalsystem->decals;
11147 numdecals = decalsystem->numdecals;
11149 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11151 if (decal->color4f[0][3])
11153 decal->lived += frametime;
11154 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11156 memset(decal, 0, sizeof(*decal));
11157 if (decalsystem->freedecal > i)
11158 decalsystem->freedecal = i;
11162 decal = decalsystem->decals;
11163 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11166 // collapse the array by shuffling the tail decals into the gaps
11169 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11170 decalsystem->freedecal++;
11171 if (decalsystem->freedecal == numdecals)
11173 decal[decalsystem->freedecal] = decal[--numdecals];
11176 decalsystem->numdecals = numdecals;
11178 if (numdecals <= 0)
11180 // if there are no decals left, reset decalsystem
11181 R_DecalSystem_Reset(decalsystem);
11185 extern skinframe_t *decalskinframe;
11186 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11189 decalsystem_t *decalsystem = &ent->decalsystem;
11198 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11201 numdecals = decalsystem->numdecals;
11205 if (r_showsurfaces.integer)
11208 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11210 R_DecalSystem_Reset(decalsystem);
11214 // if the model is static it doesn't matter what value we give for
11215 // wantnormals and wanttangents, so this logic uses only rules applicable
11216 // to a model, knowing that they are meaningless otherwise
11217 if (ent == r_refdef.scene.worldentity)
11218 RSurf_ActiveWorldEntity();
11220 RSurf_ActiveModelEntity(ent, false, false, false);
11222 decalsystem->lastupdatetime = r_refdef.scene.time;
11223 decal = decalsystem->decals;
11225 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11227 // update vertex positions for animated models
11228 v3f = decalsystem->vertex3f;
11229 c4f = decalsystem->color4f;
11230 t2f = decalsystem->texcoord2f;
11231 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11233 if (!decal->color4f[0][3])
11236 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11240 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11243 // update color values for fading decals
11244 if (decal->lived >= cl_decals_time.value)
11245 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11249 c4f[ 0] = decal->color4f[0][0] * alpha;
11250 c4f[ 1] = decal->color4f[0][1] * alpha;
11251 c4f[ 2] = decal->color4f[0][2] * alpha;
11253 c4f[ 4] = decal->color4f[1][0] * alpha;
11254 c4f[ 5] = decal->color4f[1][1] * alpha;
11255 c4f[ 6] = decal->color4f[1][2] * alpha;
11257 c4f[ 8] = decal->color4f[2][0] * alpha;
11258 c4f[ 9] = decal->color4f[2][1] * alpha;
11259 c4f[10] = decal->color4f[2][2] * alpha;
11262 t2f[0] = decal->texcoord2f[0][0];
11263 t2f[1] = decal->texcoord2f[0][1];
11264 t2f[2] = decal->texcoord2f[1][0];
11265 t2f[3] = decal->texcoord2f[1][1];
11266 t2f[4] = decal->texcoord2f[2][0];
11267 t2f[5] = decal->texcoord2f[2][1];
11269 // update vertex positions for animated models
11270 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11272 e = rsurface.modelelement3i + 3*decal->triangleindex;
11273 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11274 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11275 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11279 VectorCopy(decal->vertex3f[0], v3f);
11280 VectorCopy(decal->vertex3f[1], v3f + 3);
11281 VectorCopy(decal->vertex3f[2], v3f + 6);
11284 if (r_refdef.fogenabled)
11286 alpha = RSurf_FogVertex(v3f);
11287 VectorScale(c4f, alpha, c4f);
11288 alpha = RSurf_FogVertex(v3f + 3);
11289 VectorScale(c4f + 4, alpha, c4f + 4);
11290 alpha = RSurf_FogVertex(v3f + 6);
11291 VectorScale(c4f + 8, alpha, c4f + 8);
11302 r_refdef.stats.drawndecals += numtris;
11304 // now render the decals all at once
11305 // (this assumes they all use one particle font texture!)
11306 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);
11307 // R_Mesh_ResetTextureState();
11308 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11309 GL_DepthMask(false);
11310 GL_DepthRange(0, 1);
11311 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11312 GL_DepthTest(true);
11313 GL_CullFace(GL_NONE);
11314 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11315 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11316 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11320 static void R_DrawModelDecals(void)
11324 // fade faster when there are too many decals
11325 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11326 for (i = 0;i < r_refdef.scene.numentities;i++)
11327 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11329 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11330 for (i = 0;i < r_refdef.scene.numentities;i++)
11331 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11332 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11334 R_DecalSystem_ApplySplatEntitiesQueue();
11336 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11337 for (i = 0;i < r_refdef.scene.numentities;i++)
11338 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11340 r_refdef.stats.totaldecals += numdecals;
11342 if (r_showsurfaces.integer)
11345 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11347 for (i = 0;i < r_refdef.scene.numentities;i++)
11349 if (!r_refdef.viewcache.entityvisible[i])
11351 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11352 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11356 extern cvar_t mod_collision_bih;
11357 void R_DrawDebugModel(void)
11359 entity_render_t *ent = rsurface.entity;
11360 int i, j, k, l, flagsmask;
11361 const msurface_t *surface;
11362 dp_model_t *model = ent->model;
11365 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11368 if (r_showoverdraw.value > 0)
11370 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11371 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11372 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11373 GL_DepthTest(false);
11374 GL_DepthMask(false);
11375 GL_DepthRange(0, 1);
11376 GL_BlendFunc(GL_ONE, GL_ONE);
11377 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11379 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11381 rsurface.texture = R_GetCurrentTexture(surface->texture);
11382 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11384 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11385 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11386 if (!rsurface.texture->currentlayers->depthmask)
11387 GL_Color(c, 0, 0, 1.0f);
11388 else if (ent == r_refdef.scene.worldentity)
11389 GL_Color(c, c, c, 1.0f);
11391 GL_Color(0, c, 0, 1.0f);
11392 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11396 rsurface.texture = NULL;
11399 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11401 // R_Mesh_ResetTextureState();
11402 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11403 GL_DepthRange(0, 1);
11404 GL_DepthTest(!r_showdisabledepthtest.integer);
11405 GL_DepthMask(false);
11406 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11408 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11412 qboolean cullbox = ent == r_refdef.scene.worldentity;
11413 const q3mbrush_t *brush;
11414 const bih_t *bih = &model->collision_bih;
11415 const bih_leaf_t *bihleaf;
11416 float vertex3f[3][3];
11417 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11419 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11421 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11423 switch (bihleaf->type)
11426 brush = model->brush.data_brushes + bihleaf->itemindex;
11427 if (brush->colbrushf && brush->colbrushf->numtriangles)
11429 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);
11430 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11431 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11434 case BIH_COLLISIONTRIANGLE:
11435 triangleindex = bihleaf->itemindex;
11436 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11437 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11438 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11439 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);
11440 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11441 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11443 case BIH_RENDERTRIANGLE:
11444 triangleindex = bihleaf->itemindex;
11445 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11446 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11447 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11448 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);
11449 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11450 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11456 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11459 if (r_showtris.integer && qglPolygonMode)
11461 if (r_showdisabledepthtest.integer)
11463 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11464 GL_DepthMask(false);
11468 GL_BlendFunc(GL_ONE, GL_ZERO);
11469 GL_DepthMask(true);
11471 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11472 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11474 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11476 rsurface.texture = R_GetCurrentTexture(surface->texture);
11477 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11479 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11480 if (!rsurface.texture->currentlayers->depthmask)
11481 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11482 else if (ent == r_refdef.scene.worldentity)
11483 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11485 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11486 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11490 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11491 rsurface.texture = NULL;
11494 if (r_shownormals.value != 0 && qglBegin)
11496 if (r_showdisabledepthtest.integer)
11498 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11499 GL_DepthMask(false);
11503 GL_BlendFunc(GL_ONE, GL_ZERO);
11504 GL_DepthMask(true);
11506 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11508 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11510 rsurface.texture = R_GetCurrentTexture(surface->texture);
11511 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11513 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11514 qglBegin(GL_LINES);
11515 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11517 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11519 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11520 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11521 qglVertex3f(v[0], v[1], v[2]);
11522 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11523 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11524 qglVertex3f(v[0], v[1], v[2]);
11527 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11529 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11531 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11532 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11533 qglVertex3f(v[0], v[1], v[2]);
11534 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11535 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11536 qglVertex3f(v[0], v[1], v[2]);
11539 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11541 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11543 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11544 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11545 qglVertex3f(v[0], v[1], v[2]);
11546 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11547 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11548 qglVertex3f(v[0], v[1], v[2]);
11551 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11553 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11555 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11556 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11557 qglVertex3f(v[0], v[1], v[2]);
11558 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11559 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11560 qglVertex3f(v[0], v[1], v[2]);
11567 rsurface.texture = NULL;
11572 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11573 int r_maxsurfacelist = 0;
11574 const msurface_t **r_surfacelist = NULL;
11575 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11577 int i, j, endj, flagsmask;
11578 dp_model_t *model = r_refdef.scene.worldmodel;
11579 msurface_t *surfaces;
11580 unsigned char *update;
11581 int numsurfacelist = 0;
11585 if (r_maxsurfacelist < model->num_surfaces)
11587 r_maxsurfacelist = model->num_surfaces;
11589 Mem_Free((msurface_t**)r_surfacelist);
11590 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11593 RSurf_ActiveWorldEntity();
11595 surfaces = model->data_surfaces;
11596 update = model->brushq1.lightmapupdateflags;
11598 // update light styles on this submodel
11599 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11601 model_brush_lightstyleinfo_t *style;
11602 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11604 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11606 int *list = style->surfacelist;
11607 style->value = r_refdef.scene.lightstylevalue[style->style];
11608 for (j = 0;j < style->numsurfaces;j++)
11609 update[list[j]] = true;
11614 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11618 R_DrawDebugModel();
11619 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11623 rsurface.lightmaptexture = NULL;
11624 rsurface.deluxemaptexture = NULL;
11625 rsurface.uselightmaptexture = false;
11626 rsurface.texture = NULL;
11627 rsurface.rtlight = NULL;
11628 numsurfacelist = 0;
11629 // add visible surfaces to draw list
11630 for (i = 0;i < model->nummodelsurfaces;i++)
11632 j = model->sortedmodelsurfaces[i];
11633 if (r_refdef.viewcache.world_surfacevisible[j])
11634 r_surfacelist[numsurfacelist++] = surfaces + j;
11636 // update lightmaps if needed
11637 if (model->brushq1.firstrender)
11639 model->brushq1.firstrender = false;
11640 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11642 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11646 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11647 if (r_refdef.viewcache.world_surfacevisible[j])
11649 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11651 // don't do anything if there were no surfaces
11652 if (!numsurfacelist)
11654 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11657 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11659 // add to stats if desired
11660 if (r_speeds.integer && !skysurfaces && !depthonly)
11662 r_refdef.stats.world_surfaces += numsurfacelist;
11663 for (j = 0;j < numsurfacelist;j++)
11664 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11667 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11670 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11672 int i, j, endj, flagsmask;
11673 dp_model_t *model = ent->model;
11674 msurface_t *surfaces;
11675 unsigned char *update;
11676 int numsurfacelist = 0;
11680 if (r_maxsurfacelist < model->num_surfaces)
11682 r_maxsurfacelist = model->num_surfaces;
11684 Mem_Free((msurface_t **)r_surfacelist);
11685 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11688 // if the model is static it doesn't matter what value we give for
11689 // wantnormals and wanttangents, so this logic uses only rules applicable
11690 // to a model, knowing that they are meaningless otherwise
11691 if (ent == r_refdef.scene.worldentity)
11692 RSurf_ActiveWorldEntity();
11693 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11694 RSurf_ActiveModelEntity(ent, false, false, false);
11696 RSurf_ActiveModelEntity(ent, true, true, true);
11697 else if (depthonly)
11699 switch (vid.renderpath)
11701 case RENDERPATH_GL20:
11702 case RENDERPATH_D3D9:
11703 case RENDERPATH_D3D10:
11704 case RENDERPATH_D3D11:
11705 case RENDERPATH_SOFT:
11706 case RENDERPATH_GLES2:
11707 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11709 case RENDERPATH_GL11:
11710 case RENDERPATH_GL13:
11711 case RENDERPATH_GLES1:
11712 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11718 switch (vid.renderpath)
11720 case RENDERPATH_GL20:
11721 case RENDERPATH_D3D9:
11722 case RENDERPATH_D3D10:
11723 case RENDERPATH_D3D11:
11724 case RENDERPATH_SOFT:
11725 case RENDERPATH_GLES2:
11726 RSurf_ActiveModelEntity(ent, true, true, false);
11728 case RENDERPATH_GL11:
11729 case RENDERPATH_GL13:
11730 case RENDERPATH_GLES1:
11731 RSurf_ActiveModelEntity(ent, true, false, false);
11736 surfaces = model->data_surfaces;
11737 update = model->brushq1.lightmapupdateflags;
11739 // update light styles
11740 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11742 model_brush_lightstyleinfo_t *style;
11743 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11745 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11747 int *list = style->surfacelist;
11748 style->value = r_refdef.scene.lightstylevalue[style->style];
11749 for (j = 0;j < style->numsurfaces;j++)
11750 update[list[j]] = true;
11755 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11759 R_DrawDebugModel();
11760 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11764 rsurface.lightmaptexture = NULL;
11765 rsurface.deluxemaptexture = NULL;
11766 rsurface.uselightmaptexture = false;
11767 rsurface.texture = NULL;
11768 rsurface.rtlight = NULL;
11769 numsurfacelist = 0;
11770 // add visible surfaces to draw list
11771 for (i = 0;i < model->nummodelsurfaces;i++)
11772 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11773 // don't do anything if there were no surfaces
11774 if (!numsurfacelist)
11776 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11779 // update lightmaps if needed
11783 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11788 R_BuildLightMap(ent, surfaces + j);
11793 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11795 R_BuildLightMap(ent, surfaces + j);
11796 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11798 // add to stats if desired
11799 if (r_speeds.integer && !skysurfaces && !depthonly)
11801 r_refdef.stats.entities_surfaces += numsurfacelist;
11802 for (j = 0;j < numsurfacelist;j++)
11803 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11806 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11809 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11811 static texture_t texture;
11812 static msurface_t surface;
11813 const msurface_t *surfacelist = &surface;
11815 // fake enough texture and surface state to render this geometry
11817 texture.update_lastrenderframe = -1; // regenerate this texture
11818 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11819 texture.currentskinframe = skinframe;
11820 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11821 texture.offsetmapping = OFFSETMAPPING_OFF;
11822 texture.offsetscale = 1;
11823 texture.specularscalemod = 1;
11824 texture.specularpowermod = 1;
11826 surface.texture = &texture;
11827 surface.num_triangles = numtriangles;
11828 surface.num_firsttriangle = firsttriangle;
11829 surface.num_vertices = numvertices;
11830 surface.num_firstvertex = firstvertex;
11833 rsurface.texture = R_GetCurrentTexture(surface.texture);
11834 rsurface.lightmaptexture = NULL;
11835 rsurface.deluxemaptexture = NULL;
11836 rsurface.uselightmaptexture = false;
11837 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11840 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)
11842 static msurface_t surface;
11843 const msurface_t *surfacelist = &surface;
11845 // fake enough texture and surface state to render this geometry
11846 surface.texture = texture;
11847 surface.num_triangles = numtriangles;
11848 surface.num_firsttriangle = firsttriangle;
11849 surface.num_vertices = numvertices;
11850 surface.num_firstvertex = firstvertex;
11853 rsurface.texture = R_GetCurrentTexture(surface.texture);
11854 rsurface.lightmaptexture = NULL;
11855 rsurface.deluxemaptexture = NULL;
11856 rsurface.uselightmaptexture = false;
11857 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);