2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | 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)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | 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"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | 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"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | 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_CLIENT | 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 = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | 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."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | 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."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | 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"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | 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"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | 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"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | 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"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | 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)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | 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)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | 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"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_color_lut = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_color_lut", "", "color lookup table for post, empty string for default"};
186 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | 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)"};
187 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | 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)"};
188 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | 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)"};
189 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | 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)"};
190 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
194 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
196 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
197 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
198 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
199 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
200 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
201 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
202 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
203 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
204 cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
206 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
207 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
208 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
234 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
241 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
250 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
259 extern cvar_t v_glslgamma_2d;
261 extern qboolean v_flipped_state;
263 r_framebufferstate_t r_fb;
265 /// shadow volume bsp struct with automatically growing nodes buffer
268 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
270 rtexture_t *r_texture_blanknormalmap;
271 rtexture_t *r_texture_white;
272 rtexture_t *r_texture_grey128;
273 rtexture_t *r_texture_black;
274 rtexture_t *r_texture_notexture;
275 rtexture_t *r_texture_whitecube;
276 rtexture_t *r_texture_normalizationcube;
277 rtexture_t *r_texture_fogattenuation;
278 rtexture_t *r_texture_fogheighttexture;
279 rtexture_t *r_texture_gammaramps;
280 rtexture_t *r_texture_lut;
281 rtexture_t *r_texture_lut_default;
282 cachepic_t *r_texture_lut_pic;
283 unsigned int r_texture_gammaramps_serial;
284 //rtexture_t *r_texture_fogintensity;
285 rtexture_t *r_texture_reflectcube;
287 // TODO: hash lookups?
288 typedef struct cubemapinfo_s
295 int r_texture_numcubemaps;
296 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
298 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
299 unsigned int r_numqueries;
300 unsigned int r_maxqueries;
302 typedef struct r_qwskincache_s
304 char name[MAX_QPATH];
305 skinframe_t *skinframe;
309 static r_qwskincache_t *r_qwskincache;
310 static int r_qwskincache_size;
312 /// vertex coordinates for a quad that covers the screen exactly
313 extern const float r_screenvertex3f[12];
314 const float r_screenvertex3f[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(&cvars_all, "gl_fogenable", "0");
355 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
356 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
357 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
358 Cvar_Set(&cvars_all, "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] = 255; // 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 // LadyHavoc: 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 #define LUT_SLICE_SIZE 64
619 #define LUT_FACTOR (256 / LUT_SLICE_SIZE)
620 #define LUT_SLICES_X 8
621 #define LUT_SLICES_Y 8
622 #define LUT_WIDTH (LUT_SLICE_SIZE * LUT_SLICES_X)
623 #define LUT_HEIGHT (LUT_SLICE_SIZE * LUT_SLICES_Y)
625 static void R_BuildDefaultLUT(void)
627 unsigned char *p, *data;
629 data = (unsigned char *)Mem_Alloc(r_main_mempool, LUT_WIDTH * LUT_HEIGHT * 4);
631 for (y = 0; y < LUT_HEIGHT; ++y)
632 for (x = 0; x < LUT_WIDTH; ++x)
635 p[2] = (x % LUT_SLICE_SIZE) * LUT_FACTOR;
636 p[1] = (y % LUT_SLICE_SIZE) * LUT_FACTOR;
637 p[0] = ((y / LUT_SLICE_SIZE) * LUT_SLICES_X + x / LUT_SLICE_SIZE) * LUT_FACTOR;
640 r_texture_lut_default = R_LoadTexture2D(r_main_texturepool, "lutdefault", LUT_WIDTH, LUT_HEIGHT, data, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
641 r_texture_lut = r_texture_lut_default;
644 //=======================================================================================================================================================
646 static const char *builtinshaderstrings[] =
648 #include "shader_glsl.h"
652 //=======================================================================================================================================================
654 typedef struct shaderpermutationinfo_s
659 shaderpermutationinfo_t;
661 typedef struct shadermodeinfo_s
663 const char *sourcebasename;
664 const char *extension;
665 const char **builtinshaderstrings;
674 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
675 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
677 {"#define USEDIFFUSE\n", " diffuse"},
678 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
679 {"#define USEVIEWTINT\n", " viewtint"},
680 {"#define USECOLORMAPPING\n", " colormapping"},
681 {"#define USESATURATION\n", " saturation"},
682 {"#define USEFOGINSIDE\n", " foginside"},
683 {"#define USEFOGOUTSIDE\n", " fogoutside"},
684 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
685 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
686 {"#define USEGAMMARAMPS\n", " gammaramps"},
687 {"#define USECUBEFILTER\n", " cubefilter"},
688 {"#define USEGLOW\n", " glow"},
689 {"#define USEBLOOM\n", " bloom"},
690 {"#define USESPECULAR\n", " specular"},
691 {"#define USEPOSTPROCESSING\n", " postprocessing"},
692 {"#define USEREFLECTION\n", " reflection"},
693 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
694 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
695 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
696 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
697 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
698 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
699 {"#define USEALPHAKILL\n", " alphakill"},
700 {"#define USEREFLECTCUBE\n", " reflectcube"},
701 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
702 {"#define USEBOUNCEGRID\n", " bouncegrid"},
703 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
704 {"#define USETRIPPY\n", " trippy"},
705 {"#define USEDEPTHRGB\n", " depthrgb"},
706 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
707 {"#define USESKELETAL\n", " skeletal"},
708 {"#define USEOCCLUDE\n", " occlude"}
711 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
712 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
714 // SHADERLANGUAGE_GLSL
716 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
717 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
718 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
719 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
720 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
721 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
722 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
723 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
724 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
725 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
726 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
727 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
728 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
729 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
730 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
731 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
732 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
736 struct r_glsl_permutation_s;
737 typedef struct r_glsl_permutation_s
740 struct r_glsl_permutation_s *hashnext;
742 dpuint64 permutation;
744 /// indicates if we have tried compiling this permutation already
746 /// 0 if compilation failed
748 // texture units assigned to each detected uniform
749 int tex_Texture_First;
750 int tex_Texture_Second;
751 int tex_Texture_GammaRamps;
752 int tex_Texture_Normal;
753 int tex_Texture_Color;
754 int tex_Texture_Gloss;
755 int tex_Texture_Glow;
756 int tex_Texture_SecondaryNormal;
757 int tex_Texture_SecondaryColor;
758 int tex_Texture_SecondaryGloss;
759 int tex_Texture_SecondaryGlow;
760 int tex_Texture_Pants;
761 int tex_Texture_Shirt;
762 int tex_Texture_FogHeightTexture;
763 int tex_Texture_FogMask;
764 int tex_Texture_LightGrid;
765 int tex_Texture_Lightmap;
766 int tex_Texture_Deluxemap;
767 int tex_Texture_Attenuation;
768 int tex_Texture_Cube;
769 int tex_Texture_Refraction;
770 int tex_Texture_Reflection;
771 int tex_Texture_ShadowMap2D;
772 int tex_Texture_CubeProjection;
773 int tex_Texture_ScreenNormalMap;
774 int tex_Texture_ScreenDiffuse;
775 int tex_Texture_ScreenSpecular;
776 int tex_Texture_ReflectMask;
777 int tex_Texture_ReflectCube;
778 int tex_Texture_BounceGrid;
780 /// locations of detected uniforms in program object, or -1 if not found
781 int loc_Texture_First;
782 int loc_Texture_Second;
783 int loc_Texture_GammaRamps;
784 int loc_Texture_Normal;
785 int loc_Texture_Color;
786 int loc_Texture_Gloss;
787 int loc_Texture_Glow;
788 int loc_Texture_SecondaryNormal;
789 int loc_Texture_SecondaryColor;
790 int loc_Texture_SecondaryGloss;
791 int loc_Texture_SecondaryGlow;
792 int loc_Texture_Pants;
793 int loc_Texture_Shirt;
794 int loc_Texture_FogHeightTexture;
795 int loc_Texture_FogMask;
796 int loc_Texture_LightGrid;
797 int loc_Texture_Lightmap;
798 int loc_Texture_Deluxemap;
799 int loc_Texture_Attenuation;
800 int loc_Texture_Cube;
801 int loc_Texture_Refraction;
802 int loc_Texture_Reflection;
803 int loc_Texture_ShadowMap2D;
804 int loc_Texture_CubeProjection;
805 int loc_Texture_ScreenNormalMap;
806 int loc_Texture_ScreenDiffuse;
807 int loc_Texture_ScreenSpecular;
808 int loc_Texture_ReflectMask;
809 int loc_Texture_ReflectCube;
810 int loc_Texture_BounceGrid;
813 int loc_BloomBlur_Parameters;
815 int loc_Color_Ambient;
816 int loc_Color_Diffuse;
817 int loc_Color_Specular;
821 int loc_DeferredColor_Ambient;
822 int loc_DeferredColor_Diffuse;
823 int loc_DeferredColor_Specular;
824 int loc_DeferredMod_Diffuse;
825 int loc_DeferredMod_Specular;
826 int loc_DistortScaleRefractReflect;
829 int loc_FogHeightFade;
831 int loc_FogPlaneViewDist;
832 int loc_FogRangeRecip;
835 int loc_LightGridMatrix;
836 int loc_LightGridNormalMatrix;
837 int loc_LightPosition;
838 int loc_OffsetMapping_ScaleSteps;
839 int loc_OffsetMapping_LodDistance;
840 int loc_OffsetMapping_Bias;
842 int loc_ReflectColor;
843 int loc_ReflectFactor;
844 int loc_ReflectOffset;
845 int loc_RefractColor;
847 int loc_ScreenCenterRefractReflect;
848 int loc_ScreenScaleRefractReflect;
849 int loc_ScreenToDepth;
850 int loc_ShadowMap_Parameters;
851 int loc_ShadowMap_TextureScale;
852 int loc_SpecularPower;
853 int loc_Skeletal_Transform12;
859 int loc_ViewTintColor;
861 int loc_ModelToLight;
863 int loc_BackgroundTexMatrix;
864 int loc_ModelViewProjectionMatrix;
865 int loc_ModelViewMatrix;
866 int loc_PixelToScreenTexCoord;
867 int loc_ModelToReflectCube;
868 int loc_ShadowMapMatrix;
869 int loc_BloomColorSubtract;
870 int loc_NormalmapScrollBlend;
871 int loc_BounceGridMatrix;
872 int loc_BounceGridIntensity;
873 /// uniform block bindings
874 int ubibind_Skeletal_Transform12_UniformBlock;
875 /// uniform block indices
876 int ubiloc_Skeletal_Transform12_UniformBlock;
878 r_glsl_permutation_t;
880 #define SHADERPERMUTATION_HASHSIZE 256
883 // non-degradable "lightweight" shader parameters to keep the permutations simpler
884 // these can NOT degrade! only use for simple stuff
887 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
888 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
889 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
890 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
891 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
892 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
893 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
894 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
895 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
896 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
897 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
898 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
899 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
900 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
902 #define SHADERSTATICPARMS_COUNT 14
904 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
905 static int shaderstaticparms_count = 0;
907 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
908 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
910 extern qboolean r_shadow_shadowmapsampler;
911 extern int r_shadow_shadowmappcf;
912 qboolean R_CompileShader_CheckStaticParms(void)
914 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
915 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
916 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
919 if (r_glsl_saturation_redcompensate.integer)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
921 if (r_glsl_vertextextureblend_usebothalphas.integer)
922 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
923 if (r_shadow_glossexact.integer)
924 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
925 if (r_glsl_postprocess.integer)
927 if (r_glsl_postprocess_uservec1_enable.integer)
928 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
929 if (r_glsl_postprocess_uservec2_enable.integer)
930 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
931 if (r_glsl_postprocess_uservec3_enable.integer)
932 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
933 if (r_glsl_postprocess_uservec4_enable.integer)
934 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
937 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
938 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
939 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
941 if (r_shadow_shadowmapsampler)
942 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
943 if (r_shadow_shadowmappcf > 1)
944 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
945 else if (r_shadow_shadowmappcf)
946 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
947 if (r_celshading.integer)
948 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
949 if (r_celoutlines.integer)
950 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
952 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
955 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
956 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
957 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
959 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
960 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
962 shaderstaticparms_count = 0;
965 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
966 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
967 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
968 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
969 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
970 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
971 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
972 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
973 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
974 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
976 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
977 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
978 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
981 /// information about each possible shader permutation
982 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
983 /// currently selected permutation
984 r_glsl_permutation_t *r_glsl_permutation;
985 /// storage for permutations linked in the hash table
986 memexpandablearray_t r_glsl_permutationarray;
988 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
990 //unsigned int hashdepth = 0;
991 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
992 r_glsl_permutation_t *p;
993 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
995 if (p->mode == mode && p->permutation == permutation)
997 //if (hashdepth > 10)
998 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1003 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1005 p->permutation = permutation;
1006 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1007 r_glsl_permutationhash[mode][hashindex] = p;
1008 //if (hashdepth > 10)
1009 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1013 static char *R_ShaderStrCat(const char **strings)
1016 const char **p = strings;
1019 for (p = strings;(t = *p);p++)
1022 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1024 for (p = strings;(t = *p);p++)
1034 static char *R_ShaderStrCat(const char **strings);
1035 static void R_InitShaderModeInfo(void)
1038 shadermodeinfo_t *modeinfo;
1039 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1040 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1042 for (i = 0; i < SHADERMODE_COUNT; i++)
1044 char filename[MAX_QPATH];
1045 modeinfo = &shadermodeinfo[language][i];
1046 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1047 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1048 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1049 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1054 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1057 // if the mode has no filename we have to return the builtin string
1058 if (builtinonly || !modeinfo->filename)
1059 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1060 // note that FS_LoadFile appends a 0 byte to make it a valid string
1061 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1064 if (printfromdisknotice)
1065 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1066 return shaderstring;
1068 // fall back to builtinstring
1069 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1072 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1077 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1079 char permutationname[256];
1080 int vertstrings_count = 0;
1081 int geomstrings_count = 0;
1082 int fragstrings_count = 0;
1083 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1084 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1085 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1092 permutationname[0] = 0;
1093 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1095 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1097 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1098 if(vid.support.glshaderversion >= 140)
1100 vertstrings_list[vertstrings_count++] = "#version 140\n";
1101 geomstrings_list[geomstrings_count++] = "#version 140\n";
1102 fragstrings_list[fragstrings_count++] = "#version 140\n";
1103 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1104 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1105 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1107 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1108 else if(vid.support.glshaderversion >= 130)
1110 vertstrings_list[vertstrings_count++] = "#version 130\n";
1111 geomstrings_list[geomstrings_count++] = "#version 130\n";
1112 fragstrings_list[fragstrings_count++] = "#version 130\n";
1113 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1114 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1115 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1117 // if we can do #version 120, we should (this adds the invariant keyword)
1118 else if(vid.support.glshaderversion >= 120)
1120 vertstrings_list[vertstrings_count++] = "#version 120\n";
1121 geomstrings_list[geomstrings_count++] = "#version 120\n";
1122 fragstrings_list[fragstrings_count++] = "#version 120\n";
1123 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1124 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1125 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1127 // GLES also adds several things from GLSL120
1128 switch(vid.renderpath)
1130 case RENDERPATH_GLES2:
1131 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1132 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1133 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1139 // the first pretext is which type of shader to compile as
1140 // (later these will all be bound together as a program object)
1141 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1142 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1143 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1145 // the second pretext is the mode (for example a light source)
1146 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1147 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1148 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1149 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1151 // now add all the permutation pretexts
1152 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1154 if (permutation & (1ll<<i))
1156 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1157 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1158 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1159 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1163 // keep line numbers correct
1164 vertstrings_list[vertstrings_count++] = "\n";
1165 geomstrings_list[geomstrings_count++] = "\n";
1166 fragstrings_list[fragstrings_count++] = "\n";
1171 R_CompileShader_AddStaticParms(mode, permutation);
1172 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1173 vertstrings_count += shaderstaticparms_count;
1174 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1175 geomstrings_count += shaderstaticparms_count;
1176 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1177 fragstrings_count += shaderstaticparms_count;
1179 // now append the shader text itself
1180 vertstrings_list[vertstrings_count++] = sourcestring;
1181 geomstrings_list[geomstrings_count++] = sourcestring;
1182 fragstrings_list[fragstrings_count++] = sourcestring;
1184 // we don't currently use geometry shaders for anything, so just empty the list
1185 geomstrings_count = 0;
1187 // compile the shader program
1188 if (vertstrings_count + geomstrings_count + fragstrings_count)
1189 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1193 qglUseProgram(p->program);CHECKGLERROR
1194 // look up all the uniform variable names we care about, so we don't
1195 // have to look them up every time we set them
1200 GLint activeuniformindex = 0;
1201 GLint numactiveuniforms = 0;
1202 char uniformname[128];
1203 GLsizei uniformnamelength = 0;
1204 GLint uniformsize = 0;
1205 GLenum uniformtype = 0;
1206 memset(uniformname, 0, sizeof(uniformname));
1207 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1208 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1209 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1211 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1212 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1217 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1218 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1219 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1220 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1221 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1222 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1223 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1224 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1225 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1226 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1227 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1228 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1229 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1230 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1231 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1232 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1233 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1234 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1235 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1236 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1237 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1238 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1239 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1240 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1241 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1242 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1243 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1244 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1245 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1246 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1247 p->loc_Texture_LUT = qglGetUniformLocation(p->program, "Texture_LUT");
1248 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1249 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1250 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1251 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1252 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1253 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1254 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1255 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1256 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1257 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1258 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1259 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1260 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1261 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1262 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1263 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1264 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1265 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1266 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1267 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1268 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1269 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1270 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1271 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1272 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1273 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1274 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1275 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1276 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1277 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1278 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1279 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1280 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1281 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1282 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1283 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1284 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1285 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1286 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1287 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1288 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1289 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1290 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1291 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1292 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1293 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1294 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1295 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1296 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1297 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1298 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1299 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1300 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1301 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1302 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1303 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1304 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1305 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1306 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1307 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1308 // initialize the samplers to refer to the texture units we use
1309 p->tex_Texture_First = -1;
1310 p->tex_Texture_Second = -1;
1311 p->tex_Texture_GammaRamps = -1;
1312 p->tex_Texture_Normal = -1;
1313 p->tex_Texture_Color = -1;
1314 p->tex_Texture_Gloss = -1;
1315 p->tex_Texture_Glow = -1;
1316 p->tex_Texture_SecondaryNormal = -1;
1317 p->tex_Texture_SecondaryColor = -1;
1318 p->tex_Texture_SecondaryGloss = -1;
1319 p->tex_Texture_SecondaryGlow = -1;
1320 p->tex_Texture_Pants = -1;
1321 p->tex_Texture_Shirt = -1;
1322 p->tex_Texture_FogHeightTexture = -1;
1323 p->tex_Texture_FogMask = -1;
1324 p->tex_Texture_LightGrid = -1;
1325 p->tex_Texture_Lightmap = -1;
1326 p->tex_Texture_Deluxemap = -1;
1327 p->tex_Texture_Attenuation = -1;
1328 p->tex_Texture_Cube = -1;
1329 p->tex_Texture_Refraction = -1;
1330 p->tex_Texture_Reflection = -1;
1331 p->tex_Texture_ShadowMap2D = -1;
1332 p->tex_Texture_CubeProjection = -1;
1333 p->tex_Texture_ScreenNormalMap = -1;
1334 p->tex_Texture_ScreenDiffuse = -1;
1335 p->tex_Texture_ScreenSpecular = -1;
1336 p->tex_Texture_ReflectMask = -1;
1337 p->tex_Texture_ReflectCube = -1;
1338 p->tex_Texture_BounceGrid = -1;
1339 p->tex_Texture_LUT = -1;
1340 // bind the texture samplers in use
1342 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1343 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1344 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1345 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1346 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1347 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1348 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1349 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1350 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1351 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1352 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1353 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1354 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1355 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1356 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1357 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1358 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1359 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1360 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1361 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1362 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1363 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1364 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1365 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1366 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1367 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1368 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1369 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1370 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1371 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1372 if (p->loc_Texture_LUT >= 0) {p->tex_Texture_LUT = sampler;qglUniform1i(p->loc_Texture_LUT , sampler);sampler++;}
1373 // get the uniform block indices so we can bind them
1374 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1375 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1376 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1378 // clear the uniform block bindings
1379 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1380 // bind the uniform blocks in use
1382 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1383 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1385 // we're done compiling and setting up the shader, at least until it is used
1387 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1390 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1394 Mem_Free(sourcestring);
1397 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1399 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1400 if (r_glsl_permutation != perm)
1402 r_glsl_permutation = perm;
1403 if (!r_glsl_permutation->program)
1405 if (!r_glsl_permutation->compiled)
1407 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1408 R_GLSL_CompilePermutation(perm, mode, permutation);
1410 if (!r_glsl_permutation->program)
1412 // remove features until we find a valid permutation
1414 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1416 // reduce i more quickly whenever it would not remove any bits
1417 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1418 if (!(permutation & j))
1421 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1422 if (!r_glsl_permutation->compiled)
1423 R_GLSL_CompilePermutation(perm, mode, permutation);
1424 if (r_glsl_permutation->program)
1427 if (i >= SHADERPERMUTATION_COUNT)
1429 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1430 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1431 qglUseProgram(0);CHECKGLERROR
1432 return; // no bit left to clear, entire mode is broken
1437 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1439 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1440 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1441 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1445 void R_GLSL_Restart_f(cmd_state_t *cmd)
1447 unsigned int i, limit;
1448 switch(vid.renderpath)
1450 case RENDERPATH_GL32:
1451 case RENDERPATH_GLES2:
1453 r_glsl_permutation_t *p;
1454 r_glsl_permutation = NULL;
1455 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1456 for (i = 0;i < limit;i++)
1458 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1460 GL_Backend_FreeProgram(p->program);
1461 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1464 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1470 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1472 int i, language, mode, dupe;
1474 shadermodeinfo_t *modeinfo;
1477 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1479 modeinfo = shadermodeinfo[language];
1480 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1482 // don't dump the same file multiple times (most or all shaders come from the same file)
1483 for (dupe = mode - 1;dupe >= 0;dupe--)
1484 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1488 text = modeinfo[mode].builtinstring;
1491 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1494 FS_Print(file, "/* The engine may define the following macros:\n");
1495 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1496 for (i = 0;i < SHADERMODE_COUNT;i++)
1497 FS_Print(file, modeinfo[i].pretext);
1498 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1499 FS_Print(file, shaderpermutationinfo[i].pretext);
1500 FS_Print(file, "*/\n");
1501 FS_Print(file, text);
1503 Con_Printf("%s written\n", modeinfo[mode].filename);
1506 Con_Errorf("failed to write to %s\n", modeinfo[mode].filename);
1511 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1513 dpuint64 permutation = 0;
1514 if (r_trippy.integer && !notrippy)
1515 permutation |= SHADERPERMUTATION_TRIPPY;
1516 permutation |= SHADERPERMUTATION_VIEWTINT;
1518 permutation |= SHADERPERMUTATION_DIFFUSE;
1519 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1520 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1521 if (suppresstexalpha)
1522 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1523 if (vid.allowalphatocoverage)
1524 GL_AlphaToCoverage(false);
1525 switch (vid.renderpath)
1527 case RENDERPATH_GL32:
1528 case RENDERPATH_GLES2:
1529 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1530 if (r_glsl_permutation->tex_Texture_First >= 0)
1531 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1532 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1533 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1534 if (r_glsl_permutation->tex_Texture_LUT >= 0)
1535 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LUT, r_texture_lut);
1540 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1542 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1545 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1547 dpuint64 permutation = 0;
1548 if (r_trippy.integer && !notrippy)
1549 permutation |= SHADERPERMUTATION_TRIPPY;
1551 permutation |= SHADERPERMUTATION_DEPTHRGB;
1553 permutation |= SHADERPERMUTATION_SKELETAL;
1555 if (vid.allowalphatocoverage)
1556 GL_AlphaToCoverage(false);
1557 switch (vid.renderpath)
1559 case RENDERPATH_GL32:
1560 case RENDERPATH_GLES2:
1561 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1562 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1563 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1569 #define BLENDFUNC_ALLOWS_COLORMOD 1
1570 #define BLENDFUNC_ALLOWS_FOG 2
1571 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1572 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1573 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1574 static int R_BlendFuncFlags(int src, int dst)
1578 // a blendfunc allows colormod if:
1579 // a) it can never keep the destination pixel invariant, or
1580 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1581 // this is to prevent unintended side effects from colormod
1583 // a blendfunc allows fog if:
1584 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1585 // this is to prevent unintended side effects from fog
1587 // these checks are the output of fogeval.pl
1589 r |= BLENDFUNC_ALLOWS_COLORMOD;
1590 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1591 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1592 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1593 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1594 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1595 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1596 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1597 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1598 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1599 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1600 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1601 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1602 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1603 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1604 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1605 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1606 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1607 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1608 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1609 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1610 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1615 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1617 // select a permutation of the lighting shader appropriate to this
1618 // combination of texture, entity, light source, and fogging, only use the
1619 // minimum features necessary to avoid wasting rendering time in the
1620 // fragment shader on features that are not being used
1621 dpuint64 permutation = 0;
1622 unsigned int mode = 0;
1624 texture_t *t = rsurface.texture;
1626 matrix4x4_t tempmatrix;
1627 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1628 if (r_trippy.integer && !notrippy)
1629 permutation |= SHADERPERMUTATION_TRIPPY;
1630 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1631 permutation |= SHADERPERMUTATION_ALPHAKILL;
1632 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1633 permutation |= SHADERPERMUTATION_OCCLUDE;
1634 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1635 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1636 if (rsurfacepass == RSURFPASS_BACKGROUND)
1638 // distorted background
1639 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1641 mode = SHADERMODE_WATER;
1642 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1643 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1644 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1646 // this is the right thing to do for wateralpha
1647 GL_BlendFunc(GL_ONE, GL_ZERO);
1648 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1652 // this is the right thing to do for entity alpha
1653 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1654 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1657 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1659 mode = SHADERMODE_REFRACTION;
1660 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1661 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1662 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1663 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1667 mode = SHADERMODE_GENERIC;
1668 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1669 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1670 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1672 if (vid.allowalphatocoverage)
1673 GL_AlphaToCoverage(false);
1675 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1677 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1679 switch(t->offsetmapping)
1681 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1682 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1683 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1684 case OFFSETMAPPING_OFF: break;
1687 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1688 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1689 // normalmap (deferred prepass), may use alpha test on diffuse
1690 mode = SHADERMODE_DEFERREDGEOMETRY;
1691 GL_BlendFunc(GL_ONE, GL_ZERO);
1692 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1693 if (vid.allowalphatocoverage)
1694 GL_AlphaToCoverage(false);
1696 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1698 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1700 switch(t->offsetmapping)
1702 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1703 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1704 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1705 case OFFSETMAPPING_OFF: break;
1708 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1709 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1710 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1711 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1713 mode = SHADERMODE_LIGHTSOURCE;
1714 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1715 permutation |= SHADERPERMUTATION_CUBEFILTER;
1716 if (VectorLength2(rtlightdiffuse) > 0)
1717 permutation |= SHADERPERMUTATION_DIFFUSE;
1718 if (VectorLength2(rtlightspecular) > 0)
1719 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1720 if (r_refdef.fogenabled)
1721 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1722 if (t->colormapping)
1723 permutation |= SHADERPERMUTATION_COLORMAPPING;
1724 if (r_shadow_usingshadowmap2d)
1726 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1727 if(r_shadow_shadowmapvsdct)
1728 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1730 if (r_shadow_shadowmap2ddepthbuffer)
1731 permutation |= SHADERPERMUTATION_DEPTHRGB;
1733 if (t->reflectmasktexture)
1734 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1735 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1736 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1737 if (vid.allowalphatocoverage)
1738 GL_AlphaToCoverage(false);
1740 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1742 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1744 switch(t->offsetmapping)
1746 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1747 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1748 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1749 case OFFSETMAPPING_OFF: break;
1752 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1753 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1754 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1755 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1756 // directional model lighting
1757 mode = SHADERMODE_LIGHTGRID;
1758 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1759 permutation |= SHADERPERMUTATION_GLOW;
1760 permutation |= SHADERPERMUTATION_DIFFUSE;
1761 if (t->glosstexture || t->backgroundglosstexture)
1762 permutation |= SHADERPERMUTATION_SPECULAR;
1763 if (r_refdef.fogenabled)
1764 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1765 if (t->colormapping)
1766 permutation |= SHADERPERMUTATION_COLORMAPPING;
1767 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1769 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1770 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1772 if (r_shadow_shadowmap2ddepthbuffer)
1773 permutation |= SHADERPERMUTATION_DEPTHRGB;
1775 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1776 permutation |= SHADERPERMUTATION_REFLECTION;
1777 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1778 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1779 if (t->reflectmasktexture)
1780 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1781 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1783 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1784 if (r_shadow_bouncegrid_state.directional)
1785 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1787 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1788 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1789 // when using alphatocoverage, we don't need alphakill
1790 if (vid.allowalphatocoverage)
1792 if (r_transparent_alphatocoverage.integer)
1794 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1795 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1798 GL_AlphaToCoverage(false);
1801 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1803 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1805 switch(t->offsetmapping)
1807 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1808 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1809 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1810 case OFFSETMAPPING_OFF: break;
1813 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1814 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1815 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1816 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1817 // directional model lighting
1818 mode = SHADERMODE_LIGHTDIRECTION;
1819 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1820 permutation |= SHADERPERMUTATION_GLOW;
1821 if (VectorLength2(t->render_modellight_diffuse))
1822 permutation |= SHADERPERMUTATION_DIFFUSE;
1823 if (VectorLength2(t->render_modellight_specular) > 0)
1824 permutation |= SHADERPERMUTATION_SPECULAR;
1825 if (r_refdef.fogenabled)
1826 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1827 if (t->colormapping)
1828 permutation |= SHADERPERMUTATION_COLORMAPPING;
1829 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1831 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1832 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1834 if (r_shadow_shadowmap2ddepthbuffer)
1835 permutation |= SHADERPERMUTATION_DEPTHRGB;
1837 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1838 permutation |= SHADERPERMUTATION_REFLECTION;
1839 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1840 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1841 if (t->reflectmasktexture)
1842 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1843 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1845 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1846 if (r_shadow_bouncegrid_state.directional)
1847 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1849 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1850 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1851 // when using alphatocoverage, we don't need alphakill
1852 if (vid.allowalphatocoverage)
1854 if (r_transparent_alphatocoverage.integer)
1856 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1857 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1860 GL_AlphaToCoverage(false);
1865 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1867 switch(t->offsetmapping)
1869 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1870 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1871 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1872 case OFFSETMAPPING_OFF: break;
1875 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1876 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1877 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1878 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1880 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1881 permutation |= SHADERPERMUTATION_GLOW;
1882 if (r_refdef.fogenabled)
1883 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1884 if (t->colormapping)
1885 permutation |= SHADERPERMUTATION_COLORMAPPING;
1886 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1888 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1889 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1891 if (r_shadow_shadowmap2ddepthbuffer)
1892 permutation |= SHADERPERMUTATION_DEPTHRGB;
1894 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1895 permutation |= SHADERPERMUTATION_REFLECTION;
1896 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1897 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1898 if (t->reflectmasktexture)
1899 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1900 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1902 // deluxemapping (light direction texture)
1903 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1904 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1906 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1907 permutation |= SHADERPERMUTATION_DIFFUSE;
1908 if (VectorLength2(t->render_lightmap_specular) > 0)
1909 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1911 else if (r_glsl_deluxemapping.integer >= 2)
1913 // fake deluxemapping (uniform light direction in tangentspace)
1914 if (rsurface.uselightmaptexture)
1915 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1917 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1918 permutation |= SHADERPERMUTATION_DIFFUSE;
1919 if (VectorLength2(t->render_lightmap_specular) > 0)
1920 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1922 else if (rsurface.uselightmaptexture)
1924 // ordinary lightmapping (q1bsp, q3bsp)
1925 mode = SHADERMODE_LIGHTMAP;
1929 // ordinary vertex coloring (q3bsp)
1930 mode = SHADERMODE_VERTEXCOLOR;
1932 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1934 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1935 if (r_shadow_bouncegrid_state.directional)
1936 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1938 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1939 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1940 // when using alphatocoverage, we don't need alphakill
1941 if (vid.allowalphatocoverage)
1943 if (r_transparent_alphatocoverage.integer)
1945 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1946 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1949 GL_AlphaToCoverage(false);
1952 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1953 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1954 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1955 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1956 switch(vid.renderpath)
1958 case RENDERPATH_GL32:
1959 case RENDERPATH_GLES2:
1960 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1961 RSurf_UploadBuffersForBatch();
1962 // this has to be after RSurf_PrepareVerticesForBatch
1963 if (rsurface.batchskeletaltransform3x4buffer)
1964 permutation |= SHADERPERMUTATION_SKELETAL;
1965 R_SetupShader_SetPermutationGLSL(mode, permutation);
1966 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1967 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1969 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1970 if (mode == SHADERMODE_LIGHTSOURCE)
1972 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1973 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1974 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1975 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1976 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1977 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1979 // additive passes are only darkened by fog, not tinted
1980 if (r_glsl_permutation->loc_FogColor >= 0)
1981 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1982 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1986 if (mode == SHADERMODE_FLATCOLOR)
1988 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1990 else if (mode == SHADERMODE_LIGHTGRID)
1992 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1993 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1994 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1995 // other LightGrid uniforms handled below
1997 else if (mode == SHADERMODE_LIGHTDIRECTION)
1999 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2000 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2001 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2002 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2003 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2004 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2005 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2009 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2010 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2011 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2012 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2013 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2015 // additive passes are only darkened by fog, not tinted
2016 if (r_glsl_permutation->loc_FogColor >= 0)
2018 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2019 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2021 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2023 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2024 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2025 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2026 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2027 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2028 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
2029 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
2030 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2031 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2033 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2034 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2035 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2036 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2038 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2039 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2043 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2044 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2047 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2048 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2049 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2050 if (r_glsl_permutation->loc_Color_Pants >= 0)
2052 if (t->pantstexture)
2053 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2055 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2057 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2059 if (t->shirttexture)
2060 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2062 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2064 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]);
2065 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2066 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2067 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2068 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2069 r_glsl_offsetmapping_scale.value*t->offsetscale,
2070 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2071 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2072 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2074 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2075 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2076 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]);
2077 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2078 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2079 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2080 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2083 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2084 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2085 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2086 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2087 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2088 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2089 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2090 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2091 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2094 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2095 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2096 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2097 if (r_glsl_permutation->tex_Texture_LUT >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LUT , r_texture_lut );
2098 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2099 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2100 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2101 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2102 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2103 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2104 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2105 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2106 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2107 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2108 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2109 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2110 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2111 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2112 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2113 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2114 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2115 if (rsurfacepass == RSURFPASS_BACKGROUND)
2117 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2118 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2119 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2123 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2125 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2126 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2127 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2128 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2130 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2131 if (rsurface.rtlight)
2133 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2134 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2137 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2138 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2144 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2146 // select a permutation of the lighting shader appropriate to this
2147 // combination of texture, entity, light source, and fogging, only use the
2148 // minimum features necessary to avoid wasting rendering time in the
2149 // fragment shader on features that are not being used
2150 dpuint64 permutation = 0;
2151 unsigned int mode = 0;
2152 const float *lightcolorbase = rtlight->currentcolor;
2153 float ambientscale = rtlight->ambientscale;
2154 float diffusescale = rtlight->diffusescale;
2155 float specularscale = rtlight->specularscale;
2156 // this is the location of the light in view space
2157 vec3_t viewlightorigin;
2158 // this transforms from view space (camera) to light space (cubemap)
2159 matrix4x4_t viewtolight;
2160 matrix4x4_t lighttoview;
2161 float viewtolight16f[16];
2163 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2164 if (rtlight->currentcubemap != r_texture_whitecube)
2165 permutation |= SHADERPERMUTATION_CUBEFILTER;
2166 if (diffusescale > 0)
2167 permutation |= SHADERPERMUTATION_DIFFUSE;
2168 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2169 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2170 if (r_shadow_usingshadowmap2d)
2172 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2173 if (r_shadow_shadowmapvsdct)
2174 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2176 if (r_shadow_shadowmap2ddepthbuffer)
2177 permutation |= SHADERPERMUTATION_DEPTHRGB;
2179 if (vid.allowalphatocoverage)
2180 GL_AlphaToCoverage(false);
2181 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2182 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2183 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2184 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2185 switch(vid.renderpath)
2187 case RENDERPATH_GL32:
2188 case RENDERPATH_GLES2:
2189 R_SetupShader_SetPermutationGLSL(mode, permutation);
2190 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2191 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2192 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2193 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2194 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2195 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2196 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2197 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);
2198 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]);
2199 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2201 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2202 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2203 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2204 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2205 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2210 #define SKINFRAME_HASH 1024
2214 unsigned int loadsequence; // incremented each level change
2215 memexpandablearray_t array;
2216 skinframe_t *hash[SKINFRAME_HASH];
2219 r_skinframe_t r_skinframe;
2221 void R_SkinFrame_PrepareForPurge(void)
2223 r_skinframe.loadsequence++;
2224 // wrap it without hitting zero
2225 if (r_skinframe.loadsequence >= 200)
2226 r_skinframe.loadsequence = 1;
2229 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2233 // mark the skinframe as used for the purging code
2234 skinframe->loadsequence = r_skinframe.loadsequence;
2237 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2241 if (s->merged == s->base)
2243 R_PurgeTexture(s->stain); s->stain = NULL;
2244 R_PurgeTexture(s->merged); s->merged = NULL;
2245 R_PurgeTexture(s->base); s->base = NULL;
2246 R_PurgeTexture(s->pants); s->pants = NULL;
2247 R_PurgeTexture(s->shirt); s->shirt = NULL;
2248 R_PurgeTexture(s->nmap); s->nmap = NULL;
2249 R_PurgeTexture(s->gloss); s->gloss = NULL;
2250 R_PurgeTexture(s->glow); s->glow = NULL;
2251 R_PurgeTexture(s->fog); s->fog = NULL;
2252 R_PurgeTexture(s->reflect); s->reflect = NULL;
2253 s->loadsequence = 0;
2256 void R_SkinFrame_Purge(void)
2260 for (i = 0;i < SKINFRAME_HASH;i++)
2262 for (s = r_skinframe.hash[i];s;s = s->next)
2264 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2265 R_SkinFrame_PurgeSkinFrame(s);
2270 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2272 char basename[MAX_QPATH];
2274 Image_StripImageExtension(name, basename, sizeof(basename));
2276 if( last == NULL ) {
2278 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2279 item = r_skinframe.hash[hashindex];
2284 // linearly search through the hash bucket
2285 for( ; item ; item = item->next ) {
2286 if( !strcmp( item->basename, basename ) ) {
2293 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2296 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2298 char basename[MAX_QPATH];
2300 Image_StripImageExtension(name, basename, sizeof(basename));
2302 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2303 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2304 if (!strcmp(item->basename, basename) &&
2305 item->textureflags == compareflags &&
2306 item->comparewidth == comparewidth &&
2307 item->compareheight == compareheight &&
2308 item->comparecrc == comparecrc)
2315 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2316 memset(item, 0, sizeof(*item));
2317 strlcpy(item->basename, basename, sizeof(item->basename));
2318 item->textureflags = compareflags;
2319 item->comparewidth = comparewidth;
2320 item->compareheight = compareheight;
2321 item->comparecrc = comparecrc;
2322 item->next = r_skinframe.hash[hashindex];
2323 r_skinframe.hash[hashindex] = item;
2325 else if (textureflags & TEXF_FORCE_RELOAD)
2326 R_SkinFrame_PurgeSkinFrame(item);
2328 R_SkinFrame_MarkUsed(item);
2332 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2334 unsigned long long avgcolor[5], wsum; \
2342 for(pix = 0; pix < cnt; ++pix) \
2345 for(comp = 0; comp < 3; ++comp) \
2347 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2350 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2352 for(comp = 0; comp < 3; ++comp) \
2353 avgcolor[comp] += getpixel * w; \
2356 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2357 avgcolor[4] += getpixel; \
2359 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2361 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2362 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2363 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2364 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2367 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2369 skinframe_t *skinframe;
2371 if (cls.state == ca_dedicated)
2374 // return an existing skinframe if already loaded
2375 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2376 if (skinframe && skinframe->base)
2379 // if the skinframe doesn't exist this will create it
2380 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2383 extern cvar_t gl_picmip;
2384 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2387 unsigned char *pixels;
2388 unsigned char *bumppixels;
2389 unsigned char *basepixels = NULL;
2390 int basepixels_width = 0;
2391 int basepixels_height = 0;
2392 rtexture_t *ddsbase = NULL;
2393 qboolean ddshasalpha = false;
2394 float ddsavgcolor[4];
2395 char basename[MAX_QPATH];
2396 int miplevel = R_PicmipForFlags(textureflags);
2397 int savemiplevel = miplevel;
2401 if (cls.state == ca_dedicated)
2404 Image_StripImageExtension(name, basename, sizeof(basename));
2406 // check for DDS texture file first
2407 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2409 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2410 if (basepixels == NULL && fallbacknotexture)
2411 basepixels = Image_GenerateNoTexture();
2412 if (basepixels == NULL)
2416 // FIXME handle miplevel
2418 if (developer_loading.integer)
2419 Con_Printf("loading skin \"%s\"\n", name);
2421 // we've got some pixels to store, so really allocate this new texture now
2423 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2424 textureflags &= ~TEXF_FORCE_RELOAD;
2425 skinframe->stain = NULL;
2426 skinframe->merged = NULL;
2427 skinframe->base = NULL;
2428 skinframe->pants = NULL;
2429 skinframe->shirt = NULL;
2430 skinframe->nmap = NULL;
2431 skinframe->gloss = NULL;
2432 skinframe->glow = NULL;
2433 skinframe->fog = NULL;
2434 skinframe->reflect = NULL;
2435 skinframe->hasalpha = false;
2436 // we could store the q2animname here too
2440 skinframe->base = ddsbase;
2441 skinframe->hasalpha = ddshasalpha;
2442 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2443 if (r_loadfog && skinframe->hasalpha)
2444 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2445 //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]);
2449 basepixels_width = image_width;
2450 basepixels_height = image_height;
2451 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);
2452 if (textureflags & TEXF_ALPHA)
2454 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2456 if (basepixels[j] < 255)
2458 skinframe->hasalpha = true;
2462 if (r_loadfog && skinframe->hasalpha)
2464 // has transparent pixels
2465 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2466 for (j = 0;j < image_width * image_height * 4;j += 4)
2471 pixels[j+3] = basepixels[j+3];
2473 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2477 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2479 //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]);
2480 if (r_savedds && skinframe->base)
2481 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2482 if (r_savedds && skinframe->fog)
2483 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2489 mymiplevel = savemiplevel;
2490 if (r_loadnormalmap)
2491 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2492 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2494 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2495 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2496 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2497 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2500 // _norm is the name used by tenebrae and has been adopted as standard
2501 if (r_loadnormalmap && skinframe->nmap == NULL)
2503 mymiplevel = savemiplevel;
2504 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2506 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2510 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2512 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2513 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2514 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2516 Mem_Free(bumppixels);
2518 else if (r_shadow_bumpscale_basetexture.value > 0)
2520 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2521 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2522 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2526 if (r_savedds && skinframe->nmap)
2527 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2531 // _luma is supported only for tenebrae compatibility
2532 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2533 // _glow is the preferred name
2534 mymiplevel = savemiplevel;
2535 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2537 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2539 if (r_savedds && skinframe->glow)
2540 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2542 Mem_Free(pixels);pixels = NULL;
2545 mymiplevel = savemiplevel;
2546 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2548 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2550 if (r_savedds && skinframe->gloss)
2551 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2557 mymiplevel = savemiplevel;
2558 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2560 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2562 if (r_savedds && skinframe->pants)
2563 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2569 mymiplevel = savemiplevel;
2570 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2572 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2574 if (r_savedds && skinframe->shirt)
2575 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2581 mymiplevel = savemiplevel;
2582 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2584 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2586 if (r_savedds && skinframe->reflect)
2587 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2594 Mem_Free(basepixels);
2599 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2602 skinframe_t *skinframe;
2605 if (cls.state == ca_dedicated)
2608 // if already loaded just return it, otherwise make a new skinframe
2609 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2610 if (skinframe->base)
2612 textureflags &= ~TEXF_FORCE_RELOAD;
2614 skinframe->stain = NULL;
2615 skinframe->merged = NULL;
2616 skinframe->base = NULL;
2617 skinframe->pants = NULL;
2618 skinframe->shirt = NULL;
2619 skinframe->nmap = NULL;
2620 skinframe->gloss = NULL;
2621 skinframe->glow = NULL;
2622 skinframe->fog = NULL;
2623 skinframe->reflect = NULL;
2624 skinframe->hasalpha = false;
2626 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2630 if (developer_loading.integer)
2631 Con_Printf("loading 32bit skin \"%s\"\n", name);
2633 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2635 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2636 unsigned char *b = a + width * height * 4;
2637 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2638 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2641 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2642 if (textureflags & TEXF_ALPHA)
2644 for (i = 3;i < width * height * 4;i += 4)
2646 if (skindata[i] < 255)
2648 skinframe->hasalpha = true;
2652 if (r_loadfog && skinframe->hasalpha)
2654 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2655 memcpy(fogpixels, skindata, width * height * 4);
2656 for (i = 0;i < width * height * 4;i += 4)
2657 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2658 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2659 Mem_Free(fogpixels);
2663 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2664 //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]);
2669 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2673 skinframe_t *skinframe;
2675 if (cls.state == ca_dedicated)
2678 // if already loaded just return it, otherwise make a new skinframe
2679 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2680 if (skinframe->base)
2682 //textureflags &= ~TEXF_FORCE_RELOAD;
2684 skinframe->stain = NULL;
2685 skinframe->merged = NULL;
2686 skinframe->base = NULL;
2687 skinframe->pants = NULL;
2688 skinframe->shirt = NULL;
2689 skinframe->nmap = NULL;
2690 skinframe->gloss = NULL;
2691 skinframe->glow = NULL;
2692 skinframe->fog = NULL;
2693 skinframe->reflect = NULL;
2694 skinframe->hasalpha = false;
2696 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2700 if (developer_loading.integer)
2701 Con_Printf("loading quake skin \"%s\"\n", name);
2703 // 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)
2704 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2705 memcpy(skinframe->qpixels, skindata, width*height);
2706 skinframe->qwidth = width;
2707 skinframe->qheight = height;
2710 for (i = 0;i < width * height;i++)
2711 featuresmask |= palette_featureflags[skindata[i]];
2713 skinframe->hasalpha = false;
2716 skinframe->hasalpha = true;
2717 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2718 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2719 skinframe->qgeneratemerged = true;
2720 skinframe->qgeneratebase = skinframe->qhascolormapping;
2721 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2723 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2724 //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]);
2729 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2733 unsigned char *skindata;
2736 if (!skinframe->qpixels)
2739 if (!skinframe->qhascolormapping)
2740 colormapped = false;
2744 if (!skinframe->qgeneratebase)
2749 if (!skinframe->qgeneratemerged)
2753 width = skinframe->qwidth;
2754 height = skinframe->qheight;
2755 skindata = skinframe->qpixels;
2757 if (skinframe->qgeneratenmap)
2759 unsigned char *a, *b;
2760 skinframe->qgeneratenmap = false;
2761 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2762 b = a + width * height * 4;
2763 // use either a custom palette or the quake palette
2764 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2765 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2766 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2770 if (skinframe->qgenerateglow)
2772 skinframe->qgenerateglow = false;
2773 if (skinframe->hasalpha) // fence textures
2774 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2776 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2781 skinframe->qgeneratebase = false;
2782 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2783 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2784 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2788 skinframe->qgeneratemerged = false;
2789 if (skinframe->hasalpha) // fence textures
2790 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2792 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);
2795 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2797 Mem_Free(skinframe->qpixels);
2798 skinframe->qpixels = NULL;
2802 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)
2805 skinframe_t *skinframe;
2808 if (cls.state == ca_dedicated)
2811 // if already loaded just return it, otherwise make a new skinframe
2812 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2813 if (skinframe->base)
2815 textureflags &= ~TEXF_FORCE_RELOAD;
2817 skinframe->stain = NULL;
2818 skinframe->merged = NULL;
2819 skinframe->base = NULL;
2820 skinframe->pants = NULL;
2821 skinframe->shirt = NULL;
2822 skinframe->nmap = NULL;
2823 skinframe->gloss = NULL;
2824 skinframe->glow = NULL;
2825 skinframe->fog = NULL;
2826 skinframe->reflect = NULL;
2827 skinframe->hasalpha = false;
2829 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2833 if (developer_loading.integer)
2834 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2836 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2837 if ((textureflags & TEXF_ALPHA) && alphapalette)
2839 for (i = 0;i < width * height;i++)
2841 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2843 skinframe->hasalpha = true;
2847 if (r_loadfog && skinframe->hasalpha)
2848 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2851 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2852 //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]);
2857 skinframe_t *R_SkinFrame_LoadMissing(void)
2859 skinframe_t *skinframe;
2861 if (cls.state == ca_dedicated)
2864 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2865 skinframe->stain = NULL;
2866 skinframe->merged = NULL;
2867 skinframe->base = NULL;
2868 skinframe->pants = NULL;
2869 skinframe->shirt = NULL;
2870 skinframe->nmap = NULL;
2871 skinframe->gloss = NULL;
2872 skinframe->glow = NULL;
2873 skinframe->fog = NULL;
2874 skinframe->reflect = NULL;
2875 skinframe->hasalpha = false;
2877 skinframe->avgcolor[0] = rand() / RAND_MAX;
2878 skinframe->avgcolor[1] = rand() / RAND_MAX;
2879 skinframe->avgcolor[2] = rand() / RAND_MAX;
2880 skinframe->avgcolor[3] = 1;
2885 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2888 static unsigned char pix[16][16][4];
2890 if (cls.state == ca_dedicated)
2893 // this makes a light grey/dark grey checkerboard texture
2896 for (y = 0; y < 16; y++)
2898 for (x = 0; x < 16; x++)
2900 if ((y < 8) ^ (x < 8))
2918 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2921 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2923 skinframe_t *skinframe;
2924 if (cls.state == ca_dedicated)
2926 // if already loaded just return it, otherwise make a new skinframe
2927 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2928 if (skinframe->base)
2930 textureflags &= ~TEXF_FORCE_RELOAD;
2931 skinframe->stain = NULL;
2932 skinframe->merged = NULL;
2933 skinframe->base = NULL;
2934 skinframe->pants = NULL;
2935 skinframe->shirt = NULL;
2936 skinframe->nmap = NULL;
2937 skinframe->gloss = NULL;
2938 skinframe->glow = NULL;
2939 skinframe->fog = NULL;
2940 skinframe->reflect = NULL;
2941 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2942 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2945 if (developer_loading.integer)
2946 Con_Printf("loading 32bit skin \"%s\"\n", name);
2947 skinframe->base = skinframe->merged = tex;
2948 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2952 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2953 typedef struct suffixinfo_s
2956 qboolean flipx, flipy, flipdiagonal;
2959 static suffixinfo_t suffix[3][6] =
2962 {"px", false, false, false},
2963 {"nx", false, false, false},
2964 {"py", false, false, false},
2965 {"ny", false, false, false},
2966 {"pz", false, false, false},
2967 {"nz", false, false, false}
2970 {"posx", false, false, false},
2971 {"negx", false, false, false},
2972 {"posy", false, false, false},
2973 {"negy", false, false, false},
2974 {"posz", false, false, false},
2975 {"negz", false, false, false}
2978 {"rt", true, false, true},
2979 {"lf", false, true, true},
2980 {"ft", true, true, false},
2981 {"bk", false, false, false},
2982 {"up", true, false, true},
2983 {"dn", true, false, true}
2987 static int componentorder[4] = {0, 1, 2, 3};
2989 static rtexture_t *R_LoadCubemap(const char *basename)
2991 int i, j, cubemapsize, forcefilter;
2993 unsigned char *cubemappixels, *image_buffer;
2994 rtexture_t *cubemaptexture;
2995 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2996 forcefilter = TEXF_FORCELINEAR;
2997 if (basename && basename[0] == '!')
3000 forcefilter = TEXF_FORCENEAREST;
3002 // must start 0 so the first loadimagepixels has no requested width/height
3004 cubemappixels = NULL;
3005 cubemaptexture = NULL;
3006 // keep trying different suffix groups (posx, px, rt) until one loads
3007 for (j = 0;j < 3 && !cubemappixels;j++)
3009 // load the 6 images in the suffix group
3010 for (i = 0;i < 6;i++)
3012 // generate an image name based on the base and and suffix
3013 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3015 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3017 // an image loaded, make sure width and height are equal
3018 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3020 // if this is the first image to load successfully, allocate the cubemap memory
3021 if (!cubemappixels && image_width >= 1)
3023 cubemapsize = image_width;
3024 // note this clears to black, so unavailable sides are black
3025 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3027 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3029 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);
3032 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3034 Mem_Free(image_buffer);
3038 // if a cubemap loaded, upload it
3041 if (developer_loading.integer)
3042 Con_Printf("loading cubemap \"%s\"\n", basename);
3044 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
3045 Mem_Free(cubemappixels);
3049 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3050 if (developer_loading.integer)
3052 Con_Printf("(tried tried images ");
3053 for (j = 0;j < 3;j++)
3054 for (i = 0;i < 6;i++)
3055 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3056 Con_Print(" and was unable to find any of them).\n");
3059 return cubemaptexture;
3062 rtexture_t *R_GetCubemap(const char *basename)
3065 for (i = 0;i < r_texture_numcubemaps;i++)
3066 if (r_texture_cubemaps[i] != NULL)
3067 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3068 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3069 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3070 return r_texture_whitecube;
3071 r_texture_numcubemaps++;
3072 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3073 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3074 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3075 return r_texture_cubemaps[i]->texture;
3078 static void R_Main_FreeViewCache(void)
3080 if (r_refdef.viewcache.entityvisible)
3081 Mem_Free(r_refdef.viewcache.entityvisible);
3082 if (r_refdef.viewcache.world_pvsbits)
3083 Mem_Free(r_refdef.viewcache.world_pvsbits);
3084 if (r_refdef.viewcache.world_leafvisible)
3085 Mem_Free(r_refdef.viewcache.world_leafvisible);
3086 if (r_refdef.viewcache.world_surfacevisible)
3087 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3088 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3091 static void R_Main_ResizeViewCache(void)
3093 int numentities = r_refdef.scene.numentities;
3094 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3095 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3096 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3097 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3098 if (r_refdef.viewcache.maxentities < numentities)
3100 r_refdef.viewcache.maxentities = numentities;
3101 if (r_refdef.viewcache.entityvisible)
3102 Mem_Free(r_refdef.viewcache.entityvisible);
3103 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3105 if (r_refdef.viewcache.world_numclusters != numclusters)
3107 r_refdef.viewcache.world_numclusters = numclusters;
3108 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3109 if (r_refdef.viewcache.world_pvsbits)
3110 Mem_Free(r_refdef.viewcache.world_pvsbits);
3111 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3113 if (r_refdef.viewcache.world_numleafs != numleafs)
3115 r_refdef.viewcache.world_numleafs = numleafs;
3116 if (r_refdef.viewcache.world_leafvisible)
3117 Mem_Free(r_refdef.viewcache.world_leafvisible);
3118 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3120 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3122 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3123 if (r_refdef.viewcache.world_surfacevisible)
3124 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3125 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3129 extern rtexture_t *loadingscreentexture;
3130 static void gl_main_start(void)
3132 loadingscreentexture = NULL;
3133 r_texture_blanknormalmap = NULL;
3134 r_texture_white = NULL;
3135 r_texture_grey128 = NULL;
3136 r_texture_black = NULL;
3137 r_texture_whitecube = NULL;
3138 r_texture_normalizationcube = NULL;
3139 r_texture_fogattenuation = NULL;
3140 r_texture_fogheighttexture = NULL;
3141 r_texture_lut = NULL;
3142 r_texture_lut_default = NULL;
3143 r_texture_gammaramps = NULL;
3144 r_texture_numcubemaps = 0;
3145 r_uniformbufferalignment = 32;
3147 r_loaddds = r_texture_dds_load.integer != 0;
3148 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3150 switch(vid.renderpath)
3152 case RENDERPATH_GL32:
3153 case RENDERPATH_GLES2:
3154 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3155 Cvar_SetValueQuick(&gl_combine, 1);
3156 Cvar_SetValueQuick(&r_glsl, 1);
3157 r_loadnormalmap = true;
3160 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3161 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3167 R_FrameData_Reset();
3168 R_BufferData_Reset();
3172 memset(r_queries, 0, sizeof(r_queries));
3174 r_qwskincache = NULL;
3175 r_qwskincache_size = 0;
3177 // due to caching of texture_t references, the collision cache must be reset
3178 Collision_Cache_Reset(true);
3180 // set up r_skinframe loading system for textures
3181 memset(&r_skinframe, 0, sizeof(r_skinframe));
3182 r_skinframe.loadsequence = 1;
3183 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3185 r_main_texturepool = R_AllocTexturePool();
3186 R_BuildBlankTextures();
3189 R_BuildNormalizationCube();
3190 R_BuildDefaultLUT();
3191 r_texture_fogattenuation = NULL;
3192 r_texture_fogheighttexture = NULL;
3193 r_texture_gammaramps = NULL;
3194 //r_texture_fogintensity = NULL;
3195 memset(&r_fb, 0, sizeof(r_fb));
3196 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3197 r_glsl_permutation = NULL;
3198 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3199 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3200 memset(&r_svbsp, 0, sizeof (r_svbsp));
3202 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3203 r_texture_numcubemaps = 0;
3205 r_refdef.fogmasktable_density = 0;
3208 // For Steelstorm Android
3209 // FIXME CACHE the program and reload
3210 // FIXME see possible combinations for SS:BR android
3211 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3212 R_SetupShader_SetPermutationGLSL(0, 12);
3213 R_SetupShader_SetPermutationGLSL(0, 13);
3214 R_SetupShader_SetPermutationGLSL(0, 8388621);
3215 R_SetupShader_SetPermutationGLSL(3, 0);
3216 R_SetupShader_SetPermutationGLSL(3, 2048);
3217 R_SetupShader_SetPermutationGLSL(5, 0);
3218 R_SetupShader_SetPermutationGLSL(5, 2);
3219 R_SetupShader_SetPermutationGLSL(5, 2048);
3220 R_SetupShader_SetPermutationGLSL(5, 8388608);
3221 R_SetupShader_SetPermutationGLSL(11, 1);
3222 R_SetupShader_SetPermutationGLSL(11, 2049);
3223 R_SetupShader_SetPermutationGLSL(11, 8193);
3224 R_SetupShader_SetPermutationGLSL(11, 10241);
3225 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3229 extern unsigned int r_shadow_occlusion_buf;
3231 static void gl_main_shutdown(void)
3233 R_RenderTarget_FreeUnused(true);
3234 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3236 R_FrameData_Reset();
3237 R_BufferData_Reset();
3239 R_Main_FreeViewCache();
3241 switch(vid.renderpath)
3243 case RENDERPATH_GL32:
3244 case RENDERPATH_GLES2:
3245 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3247 qglDeleteQueries(r_maxqueries, r_queries);
3251 r_shadow_occlusion_buf = 0;
3254 memset(r_queries, 0, sizeof(r_queries));
3256 r_qwskincache = NULL;
3257 r_qwskincache_size = 0;
3259 // clear out the r_skinframe state
3260 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3261 memset(&r_skinframe, 0, sizeof(r_skinframe));
3264 Mem_Free(r_svbsp.nodes);
3265 memset(&r_svbsp, 0, sizeof (r_svbsp));
3266 R_FreeTexturePool(&r_main_texturepool);
3267 loadingscreentexture = NULL;
3268 r_texture_blanknormalmap = NULL;
3269 r_texture_white = NULL;
3270 r_texture_grey128 = NULL;
3271 r_texture_black = NULL;
3272 r_texture_whitecube = NULL;
3273 r_texture_normalizationcube = NULL;
3274 r_texture_fogattenuation = NULL;
3275 r_texture_fogheighttexture = NULL;
3276 r_texture_lut = NULL;
3277 r_texture_lut_default = NULL;
3278 r_texture_gammaramps = NULL;
3279 r_texture_numcubemaps = 0;
3280 //r_texture_fogintensity = NULL;
3281 memset(&r_fb, 0, sizeof(r_fb));
3282 R_GLSL_Restart_f(&cmd_client);
3284 r_glsl_permutation = NULL;
3285 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3286 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3289 static void gl_main_newmap(void)
3291 // FIXME: move this code to client
3292 char *entities, entname[MAX_QPATH];
3294 Mem_Free(r_qwskincache);
3295 r_qwskincache = NULL;
3296 r_qwskincache_size = 0;
3299 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3300 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3302 CL_ParseEntityLump(entities);
3306 if (cl.worldmodel->brush.entities)
3307 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3309 R_Main_FreeViewCache();
3311 R_FrameData_Reset();
3312 R_BufferData_Reset();
3315 void GL_Main_Init(void)
3318 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3319 R_InitShaderModeInfo();
3321 Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3322 Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3323 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3324 if (gamemode == GAME_NEHAHRA)
3326 Cvar_RegisterVariable (&gl_fogenable);
3327 Cvar_RegisterVariable (&gl_fogdensity);
3328 Cvar_RegisterVariable (&gl_fogred);
3329 Cvar_RegisterVariable (&gl_foggreen);
3330 Cvar_RegisterVariable (&gl_fogblue);
3331 Cvar_RegisterVariable (&gl_fogstart);
3332 Cvar_RegisterVariable (&gl_fogend);
3333 Cvar_RegisterVariable (&gl_skyclip);
3335 Cvar_RegisterVariable(&r_motionblur);
3336 Cvar_RegisterVariable(&r_damageblur);
3337 Cvar_RegisterVariable(&r_motionblur_averaging);
3338 Cvar_RegisterVariable(&r_motionblur_randomize);
3339 Cvar_RegisterVariable(&r_motionblur_minblur);
3340 Cvar_RegisterVariable(&r_motionblur_maxblur);
3341 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3342 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3343 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3344 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3345 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3346 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3347 Cvar_RegisterVariable(&r_depthfirst);
3348 Cvar_RegisterVariable(&r_useinfinitefarclip);
3349 Cvar_RegisterVariable(&r_farclip_base);
3350 Cvar_RegisterVariable(&r_farclip_world);
3351 Cvar_RegisterVariable(&r_nearclip);
3352 Cvar_RegisterVariable(&r_deformvertexes);
3353 Cvar_RegisterVariable(&r_transparent);
3354 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3355 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3356 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3357 Cvar_RegisterVariable(&r_showoverdraw);
3358 Cvar_RegisterVariable(&r_showbboxes);
3359 Cvar_RegisterVariable(&r_showbboxes_client);
3360 Cvar_RegisterVariable(&r_showsurfaces);
3361 Cvar_RegisterVariable(&r_showtris);
3362 Cvar_RegisterVariable(&r_shownormals);
3363 Cvar_RegisterVariable(&r_showlighting);
3364 Cvar_RegisterVariable(&r_showcollisionbrushes);
3365 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3366 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3367 Cvar_RegisterVariable(&r_showdisabledepthtest);
3368 Cvar_RegisterVariable(&r_showspriteedges);
3369 Cvar_RegisterVariable(&r_showparticleedges);
3370 Cvar_RegisterVariable(&r_drawportals);
3371 Cvar_RegisterVariable(&r_drawentities);
3372 Cvar_RegisterVariable(&r_draw2d);
3373 Cvar_RegisterVariable(&r_drawworld);
3374 Cvar_RegisterVariable(&r_cullentities_trace);
3375 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3376 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3377 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3378 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3379 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3380 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3381 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3382 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3383 Cvar_RegisterVariable(&r_sortentities);
3384 Cvar_RegisterVariable(&r_drawviewmodel);
3385 Cvar_RegisterVariable(&r_drawexteriormodel);
3386 Cvar_RegisterVariable(&r_speeds);
3387 Cvar_RegisterVariable(&r_fullbrights);
3388 Cvar_RegisterVariable(&r_wateralpha);
3389 Cvar_RegisterVariable(&r_dynamic);
3390 Cvar_RegisterVariable(&r_fullbright_directed);
3391 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3392 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3393 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3394 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3395 Cvar_RegisterVariable(&r_fullbright);
3396 Cvar_RegisterVariable(&r_shadows);
3397 Cvar_RegisterVariable(&r_shadows_darken);
3398 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3399 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3400 Cvar_RegisterVariable(&r_shadows_throwdistance);
3401 Cvar_RegisterVariable(&r_shadows_throwdirection);
3402 Cvar_RegisterVariable(&r_shadows_focus);
3403 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3404 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3405 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3406 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3407 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3408 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3409 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3410 Cvar_RegisterVariable(&r_fog_exp2);
3411 Cvar_RegisterVariable(&r_fog_clear);
3412 Cvar_RegisterVariable(&r_drawfog);
3413 Cvar_RegisterVariable(&r_transparentdepthmasking);
3414 Cvar_RegisterVariable(&r_transparent_sortmindist);
3415 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3416 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3417 Cvar_RegisterVariable(&r_texture_dds_load);
3418 Cvar_RegisterVariable(&r_texture_dds_save);
3419 Cvar_RegisterVariable(&r_textureunits);
3420 Cvar_RegisterVariable(&gl_combine);
3421 Cvar_RegisterVariable(&r_usedepthtextures);
3422 Cvar_RegisterVariable(&r_viewfbo);
3423 Cvar_RegisterVariable(&r_rendertarget_debug);
3424 Cvar_RegisterVariable(&r_viewscale);
3425 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3426 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3427 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3428 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3429 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3430 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3431 Cvar_RegisterVariable(&r_glsl);
3432 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3433 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3434 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3435 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3436 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3437 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3438 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3439 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3440 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3441 Cvar_RegisterVariable(&r_glsl_postprocess);
3442 Cvar_RegisterVariable(&r_glsl_postprocess_color_lut);
3443 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3444 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3445 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3446 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3447 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3448 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3449 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3450 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3451 Cvar_RegisterVariable(&r_celshading);
3452 Cvar_RegisterVariable(&r_celoutlines);
3454 Cvar_RegisterVariable(&r_water);
3455 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3456 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3457 Cvar_RegisterVariable(&r_water_clippingplanebias);
3458 Cvar_RegisterVariable(&r_water_refractdistort);
3459 Cvar_RegisterVariable(&r_water_reflectdistort);
3460 Cvar_RegisterVariable(&r_water_scissormode);
3461 Cvar_RegisterVariable(&r_water_lowquality);
3462 Cvar_RegisterVariable(&r_water_hideplayer);
3464 Cvar_RegisterVariable(&r_lerpsprites);
3465 Cvar_RegisterVariable(&r_lerpmodels);
3466 Cvar_RegisterVariable(&r_lerplightstyles);
3467 Cvar_RegisterVariable(&r_waterscroll);
3468 Cvar_RegisterVariable(&r_bloom);
3469 Cvar_RegisterVariable(&r_colorfringe);
3470 Cvar_RegisterVariable(&r_bloom_colorscale);
3471 Cvar_RegisterVariable(&r_bloom_brighten);
3472 Cvar_RegisterVariable(&r_bloom_blur);
3473 Cvar_RegisterVariable(&r_bloom_resolution);
3474 Cvar_RegisterVariable(&r_bloom_colorexponent);
3475 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3476 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3477 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3478 Cvar_RegisterVariable(&r_hdr_glowintensity);
3479 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3480 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3481 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3482 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3483 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3484 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3485 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3486 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3487 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3488 Cvar_RegisterVariable(&developer_texturelogging);
3489 Cvar_RegisterVariable(&gl_lightmaps);
3490 Cvar_RegisterVariable(&r_test);
3491 Cvar_RegisterVariable(&r_batch_multidraw);
3492 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3493 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3494 Cvar_RegisterVariable(&r_glsl_skeletal);
3495 Cvar_RegisterVariable(&r_glsl_saturation);
3496 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3497 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3498 Cvar_RegisterVariable(&r_framedatasize);
3499 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3500 Cvar_RegisterVariable(&r_buffermegs[i]);
3501 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3502 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3503 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3504 #ifdef DP_MOBILETOUCH
3505 // GLES devices have terrible depth precision in general, so...
3506 Cvar_SetValueQuick(&r_nearclip, 4);
3507 Cvar_SetValueQuick(&r_farclip_base, 4096);
3508 Cvar_SetValueQuick(&r_farclip_world, 0);
3509 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3511 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3514 void Render_Init(void)
3527 R_LightningBeams_Init();
3531 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3535 if (r_trippy.integer)
3537 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3539 p = r_refdef.view.frustum + i;
3544 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3548 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3552 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3556 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3560 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3564 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3568 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3572 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3580 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3584 if (r_trippy.integer)
3586 for (i = 0;i < numplanes;i++)
3593 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3597 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3601 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3605 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3609 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3613 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3617 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3621 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3629 //==================================================================================
3631 // LadyHavoc: this stores temporary data used within the same frame
3633 typedef struct r_framedata_mem_s
3635 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3636 size_t size; // how much usable space
3637 size_t current; // how much space in use
3638 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3639 size_t wantedsize; // how much space was allocated
3640 unsigned char *data; // start of real data (16byte aligned)
3644 static r_framedata_mem_t *r_framedata_mem;
3646 void R_FrameData_Reset(void)
3648 while (r_framedata_mem)
3650 r_framedata_mem_t *next = r_framedata_mem->purge;
3651 Mem_Free(r_framedata_mem);
3652 r_framedata_mem = next;
3656 static void R_FrameData_Resize(qboolean mustgrow)
3659 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3660 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3661 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3663 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3664 newmem->wantedsize = wantedsize;
3665 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3666 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3667 newmem->current = 0;
3669 newmem->purge = r_framedata_mem;
3670 r_framedata_mem = newmem;
3674 void R_FrameData_NewFrame(void)
3676 R_FrameData_Resize(false);
3677 if (!r_framedata_mem)
3679 // if we ran out of space on the last frame, free the old memory now
3680 while (r_framedata_mem->purge)
3682 // repeatedly remove the second item in the list, leaving only head
3683 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3684 Mem_Free(r_framedata_mem->purge);
3685 r_framedata_mem->purge = next;
3687 // reset the current mem pointer
3688 r_framedata_mem->current = 0;
3689 r_framedata_mem->mark = 0;
3692 void *R_FrameData_Alloc(size_t size)
3697 // align to 16 byte boundary - the data pointer is already aligned, so we
3698 // only need to ensure the size of every allocation is also aligned
3699 size = (size + 15) & ~15;
3701 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3703 // emergency - we ran out of space, allocate more memory
3704 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3705 newvalue = r_framedatasize.value * 2.0f;
3706 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3707 if (sizeof(size_t) >= 8)
3708 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3710 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3711 // this might not be a growing it, but we'll allocate another buffer every time
3712 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3713 R_FrameData_Resize(true);
3716 data = r_framedata_mem->data + r_framedata_mem->current;
3717 r_framedata_mem->current += size;
3719 // count the usage for stats
3720 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3721 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3723 return (void *)data;
3726 void *R_FrameData_Store(size_t size, void *data)
3728 void *d = R_FrameData_Alloc(size);
3730 memcpy(d, data, size);
3734 void R_FrameData_SetMark(void)
3736 if (!r_framedata_mem)
3738 r_framedata_mem->mark = r_framedata_mem->current;
3741 void R_FrameData_ReturnToMark(void)
3743 if (!r_framedata_mem)
3745 r_framedata_mem->current = r_framedata_mem->mark;
3748 //==================================================================================
3750 // avoid reusing the same buffer objects on consecutive frames
3751 #define R_BUFFERDATA_CYCLE 3
3753 typedef struct r_bufferdata_buffer_s
3755 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3756 size_t size; // how much usable space
3757 size_t current; // how much space in use
3758 r_meshbuffer_t *buffer; // the buffer itself
3760 r_bufferdata_buffer_t;
3762 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3763 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3765 /// frees all dynamic buffers
3766 void R_BufferData_Reset(void)
3769 r_bufferdata_buffer_t **p, *mem;
3770 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3772 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3775 p = &r_bufferdata_buffer[cycle][type];
3781 R_Mesh_DestroyMeshBuffer(mem->buffer);
3788 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3789 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3791 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3793 float newvalue = r_buffermegs[type].value;
3795 // increase the cvar if we have to (but only if we already have a mem)
3796 if (mustgrow && mem)
3798 newvalue = bound(0.25f, newvalue, 256.0f);
3799 while (newvalue * 1024*1024 < minsize)
3802 // clamp the cvar to valid range
3803 newvalue = bound(0.25f, newvalue, 256.0f);
3804 if (r_buffermegs[type].value != newvalue)
3805 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3807 // calculate size in bytes
3808 size = (size_t)(newvalue * 1024*1024);
3809 size = bound(131072, size, 256*1024*1024);
3811 // allocate a new buffer if the size is different (purge old one later)
3812 // or if we were told we must grow the buffer
3813 if (!mem || mem->size != size || mustgrow)
3815 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3818 if (type == R_BUFFERDATA_VERTEX)
3819 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3820 else if (type == R_BUFFERDATA_INDEX16)
3821 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3822 else if (type == R_BUFFERDATA_INDEX32)
3823 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3824 else if (type == R_BUFFERDATA_UNIFORM)
3825 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3826 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3827 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3831 void R_BufferData_NewFrame(void)
3834 r_bufferdata_buffer_t **p, *mem;
3835 // cycle to the next frame's buffers
3836 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3837 // if we ran out of space on the last time we used these buffers, free the old memory now
3838 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3840 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3842 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3843 // free all but the head buffer, this is how we recycle obsolete
3844 // buffers after they are no longer in use
3845 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3851 R_Mesh_DestroyMeshBuffer(mem->buffer);
3854 // reset the current offset
3855 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3860 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3862 r_bufferdata_buffer_t *mem;
3866 *returnbufferoffset = 0;
3868 // align size to a byte boundary appropriate for the buffer type, this
3869 // makes all allocations have aligned start offsets
3870 if (type == R_BUFFERDATA_UNIFORM)
3871 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3873 padsize = (datasize + 15) & ~15;
3875 // if we ran out of space in this buffer we must allocate a new one
3876 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3877 R_BufferData_Resize(type, true, padsize);
3879 // if the resize did not give us enough memory, fail
3880 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3881 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3883 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3884 offset = (int)mem->current;
3885 mem->current += padsize;
3887 // upload the data to the buffer at the chosen offset
3889 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3890 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3892 // count the usage for stats
3893 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3894 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3896 // return the buffer offset
3897 *returnbufferoffset = offset;
3902 //==================================================================================
3904 // LadyHavoc: animcache originally written by Echon, rewritten since then
3907 * Animation cache prevents re-generating mesh data for an animated model
3908 * multiple times in one frame for lighting, shadowing, reflections, etc.
3911 void R_AnimCache_Free(void)
3915 void R_AnimCache_ClearCache(void)
3918 entity_render_t *ent;
3920 for (i = 0;i < r_refdef.scene.numentities;i++)
3922 ent = r_refdef.scene.entities[i];
3923 ent->animcache_vertex3f = NULL;
3924 ent->animcache_vertex3f_vertexbuffer = NULL;
3925 ent->animcache_vertex3f_bufferoffset = 0;
3926 ent->animcache_normal3f = NULL;
3927 ent->animcache_normal3f_vertexbuffer = NULL;
3928 ent->animcache_normal3f_bufferoffset = 0;
3929 ent->animcache_svector3f = NULL;
3930 ent->animcache_svector3f_vertexbuffer = NULL;
3931 ent->animcache_svector3f_bufferoffset = 0;
3932 ent->animcache_tvector3f = NULL;
3933 ent->animcache_tvector3f_vertexbuffer = NULL;
3934 ent->animcache_tvector3f_bufferoffset = 0;
3935 ent->animcache_skeletaltransform3x4 = NULL;
3936 ent->animcache_skeletaltransform3x4buffer = NULL;
3937 ent->animcache_skeletaltransform3x4offset = 0;
3938 ent->animcache_skeletaltransform3x4size = 0;
3942 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3944 dp_model_t *model = ent->model;
3947 // see if this ent is worth caching
3948 if (!model || !model->Draw || !model->AnimateVertices)
3950 // nothing to cache if it contains no animations and has no skeleton
3951 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3953 // see if it is already cached for gpuskeletal
3954 if (ent->animcache_skeletaltransform3x4)
3956 // see if it is already cached as a mesh
3957 if (ent->animcache_vertex3f)
3959 // check if we need to add normals or tangents
3960 if (ent->animcache_normal3f)
3961 wantnormals = false;
3962 if (ent->animcache_svector3f)
3963 wanttangents = false;
3964 if (!wantnormals && !wanttangents)
3968 // check which kind of cache we need to generate
3969 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3971 // cache the skeleton so the vertex shader can use it
3972 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3973 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3974 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3975 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3976 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3977 // note: this can fail if the buffer is at the grow limit
3978 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3979 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3981 else if (ent->animcache_vertex3f)
3983 // mesh was already cached but we may need to add normals/tangents
3984 // (this only happens with multiple views, reflections, cameras, etc)
3985 if (wantnormals || wanttangents)
3987 numvertices = model->surfmesh.num_vertices;
3989 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3992 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3993 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3995 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3996 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3997 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3998 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4003 // generate mesh cache
4004 numvertices = model->surfmesh.num_vertices;
4005 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4007 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4010 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4011 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4013 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4014 if (wantnormals || wanttangents)
4016 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4017 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4018 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4020 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4021 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4022 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4027 void R_AnimCache_CacheVisibleEntities(void)
4031 // TODO: thread this
4032 // NOTE: R_PrepareRTLights() also caches entities
4034 for (i = 0;i < r_refdef.scene.numentities;i++)
4035 if (r_refdef.viewcache.entityvisible[i])
4036 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
4039 //==================================================================================
4041 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4043 long unsigned int i;
4045 vec3_t eyemins, eyemaxs;
4046 vec3_t boxmins, boxmaxs;
4047 vec3_t padmins, padmaxs;
4050 dp_model_t *model = r_refdef.scene.worldmodel;
4051 static vec3_t positions[] = {
4052 { 0.5f, 0.5f, 0.5f },
4053 { 0.0f, 0.0f, 0.0f },
4054 { 0.0f, 0.0f, 1.0f },
4055 { 0.0f, 1.0f, 0.0f },
4056 { 0.0f, 1.0f, 1.0f },
4057 { 1.0f, 0.0f, 0.0f },
4058 { 1.0f, 0.0f, 1.0f },
4059 { 1.0f, 1.0f, 0.0f },
4060 { 1.0f, 1.0f, 1.0f },
4063 // sample count can be set to -1 to skip this logic, for flicker-prone objects
4067 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
4068 if (!r_refdef.view.usevieworiginculling)
4071 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
4074 // expand the eye box a little
4075 eyemins[0] = eye[0] - eyejitter;
4076 eyemaxs[0] = eye[0] + eyejitter;
4077 eyemins[1] = eye[1] - eyejitter;
4078 eyemaxs[1] = eye[1] + eyejitter;
4079 eyemins[2] = eye[2] - eyejitter;
4080 eyemaxs[2] = eye[2] + eyejitter;
4081 // expand the box a little
4082 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4083 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4084 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4085 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4086 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4087 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4088 // make an even larger box for the acceptable area
4089 padmins[0] = boxmins[0] - pad;
4090 padmaxs[0] = boxmaxs[0] + pad;
4091 padmins[1] = boxmins[1] - pad;
4092 padmaxs[1] = boxmaxs[1] + pad;
4093 padmins[2] = boxmins[2] - pad;
4094 padmaxs[2] = boxmaxs[2] + pad;
4096 // return true if eye overlaps enlarged box
4097 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4100 // try specific positions in the box first - note that these can be cached
4101 if (r_cullentities_trace_entityocclusion.integer)
4103 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4106 VectorCopy(eye, start);
4107 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4108 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4109 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4110 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4111 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4112 // not picky - if the trace ended anywhere in the box we're good
4113 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4117 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4120 // try various random positions
4121 for (j = 0; j < numsamples; j++)
4123 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4124 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4125 if (r_cullentities_trace_entityocclusion.integer)
4127 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4128 // not picky - if the trace ended anywhere in the box we're good
4129 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4132 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4140 static void R_View_UpdateEntityVisible (void)
4145 entity_render_t *ent;
4147 if (r_refdef.envmap || r_fb.water.hideplayer)
4148 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4149 else if (chase_active.integer || r_fb.water.renderingscene)
4150 renderimask = RENDER_VIEWMODEL;
4152 renderimask = RENDER_EXTERIORMODEL;
4153 if (!r_drawviewmodel.integer)
4154 renderimask |= RENDER_VIEWMODEL;
4155 if (!r_drawexteriormodel.integer)
4156 renderimask |= RENDER_EXTERIORMODEL;
4157 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4158 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4160 // worldmodel can check visibility
4161 for (i = 0;i < r_refdef.scene.numentities;i++)
4163 ent = r_refdef.scene.entities[i];
4164 if (!(ent->flags & renderimask))
4165 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)))
4166 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4167 r_refdef.viewcache.entityvisible[i] = true;
4172 // no worldmodel or it can't check visibility
4173 for (i = 0;i < r_refdef.scene.numentities;i++)
4175 ent = r_refdef.scene.entities[i];
4176 if (!(ent->flags & renderimask))
4177 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)))
4178 r_refdef.viewcache.entityvisible[i] = true;
4181 if (r_cullentities_trace.integer)
4183 for (i = 0;i < r_refdef.scene.numentities;i++)
4185 if (!r_refdef.viewcache.entityvisible[i])
4187 ent = r_refdef.scene.entities[i];
4188 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4190 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4191 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4192 ent->last_trace_visibility = realtime;
4193 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4194 r_refdef.viewcache.entityvisible[i] = 0;
4200 /// only used if skyrendermasked, and normally returns false
4201 static int R_DrawBrushModelsSky (void)
4204 entity_render_t *ent;
4207 for (i = 0;i < r_refdef.scene.numentities;i++)
4209 if (!r_refdef.viewcache.entityvisible[i])
4211 ent = r_refdef.scene.entities[i];
4212 if (!ent->model || !ent->model->DrawSky)
4214 ent->model->DrawSky(ent);
4220 static void R_DrawNoModel(entity_render_t *ent);
4221 static void R_DrawModels(void)
4224 entity_render_t *ent;
4226 for (i = 0;i < r_refdef.scene.numentities;i++)
4228 if (!r_refdef.viewcache.entityvisible[i])
4230 ent = r_refdef.scene.entities[i];
4231 r_refdef.stats[r_stat_entities]++;
4233 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4236 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4237 Con_Printf("R_DrawModels\n");
4238 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]);
4239 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);
4240 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);
4243 if (ent->model && ent->model->Draw != NULL)
4244 ent->model->Draw(ent);
4250 static void R_DrawModelsDepth(void)
4253 entity_render_t *ent;
4255 for (i = 0;i < r_refdef.scene.numentities;i++)
4257 if (!r_refdef.viewcache.entityvisible[i])
4259 ent = r_refdef.scene.entities[i];
4260 if (ent->model && ent->model->DrawDepth != NULL)
4261 ent->model->DrawDepth(ent);
4265 static void R_DrawModelsDebug(void)
4268 entity_render_t *ent;
4270 for (i = 0;i < r_refdef.scene.numentities;i++)
4272 if (!r_refdef.viewcache.entityvisible[i])
4274 ent = r_refdef.scene.entities[i];
4275 if (ent->model && ent->model->DrawDebug != NULL)
4276 ent->model->DrawDebug(ent);
4280 static void R_DrawModelsAddWaterPlanes(void)
4283 entity_render_t *ent;
4285 for (i = 0;i < r_refdef.scene.numentities;i++)
4287 if (!r_refdef.viewcache.entityvisible[i])
4289 ent = r_refdef.scene.entities[i];
4290 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4291 ent->model->DrawAddWaterPlanes(ent);
4295 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4297 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4299 if (r_hdr_irisadaptation.integer)
4304 vec3_t diffusenormal;
4306 vec_t brightness = 0.0f;
4311 VectorCopy(r_refdef.view.forward, forward);
4312 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4314 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4315 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4316 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4317 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4318 d = DotProduct(forward, diffusenormal);
4319 brightness += VectorLength(ambient);
4321 brightness += d * VectorLength(diffuse);
4323 brightness *= 1.0f / c;
4324 brightness += 0.00001f; // make sure it's never zero
4325 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4326 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4327 current = r_hdr_irisadaptation_value.value;
4329 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4330 else if (current > goal)
4331 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4332 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4333 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4335 else if (r_hdr_irisadaptation_value.value != 1.0f)
4336 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4339 static void R_View_SetFrustum(const int *scissor)
4342 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4343 vec3_t forward, left, up, origin, v;
4347 // flipped x coordinates (because x points left here)
4348 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4349 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4350 // non-flipped y coordinates
4351 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4352 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4355 // we can't trust r_refdef.view.forward and friends in reflected scenes
4356 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4359 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4360 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4361 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4362 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4363 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4364 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4365 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4366 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4367 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4368 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4369 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4370 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4374 zNear = r_refdef.nearclip;
4375 nudge = 1.0 - 1.0 / (1<<23);
4376 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4377 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4378 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4379 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4380 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4381 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4382 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4383 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4389 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4390 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4391 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4392 r_refdef.view.frustum[0].dist = m[15] - m[12];
4394 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4395 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4396 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4397 r_refdef.view.frustum[1].dist = m[15] + m[12];
4399 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4400 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4401 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4402 r_refdef.view.frustum[2].dist = m[15] - m[13];
4404 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4405 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4406 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4407 r_refdef.view.frustum[3].dist = m[15] + m[13];
4409 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4410 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4411 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4412 r_refdef.view.frustum[4].dist = m[15] - m[14];
4414 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4415 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4416 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4417 r_refdef.view.frustum[5].dist = m[15] + m[14];
4420 if (r_refdef.view.useperspective)
4422 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4423 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]);
4424 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]);
4425 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]);
4426 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]);
4428 // then the normals from the corners relative to origin
4429 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4430 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4431 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4432 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4434 // in a NORMAL view, forward cross left == up
4435 // in a REFLECTED view, forward cross left == down
4436 // so our cross products above need to be adjusted for a left handed coordinate system
4437 CrossProduct(forward, left, v);
4438 if(DotProduct(v, up) < 0)
4440 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4441 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4442 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4443 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4446 // Leaving those out was a mistake, those were in the old code, and they
4447 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4448 // I couldn't reproduce it after adding those normalizations. --blub
4449 VectorNormalize(r_refdef.view.frustum[0].normal);
4450 VectorNormalize(r_refdef.view.frustum[1].normal);
4451 VectorNormalize(r_refdef.view.frustum[2].normal);
4452 VectorNormalize(r_refdef.view.frustum[3].normal);
4454 // make the corners absolute
4455 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4456 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4457 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4458 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4461 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4463 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4464 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4465 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4466 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4467 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4471 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4472 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4473 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4474 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4475 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4476 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4477 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4478 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4479 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4480 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4482 r_refdef.view.numfrustumplanes = 5;
4484 if (r_refdef.view.useclipplane)
4486 r_refdef.view.numfrustumplanes = 6;
4487 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4490 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4491 PlaneClassify(r_refdef.view.frustum + i);
4493 // LadyHavoc: note to all quake engine coders, Quake had a special case
4494 // for 90 degrees which assumed a square view (wrong), so I removed it,
4495 // Quake2 has it disabled as well.
4497 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4498 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4499 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4500 //PlaneClassify(&frustum[0]);
4502 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4503 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4504 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4505 //PlaneClassify(&frustum[1]);
4507 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4508 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4509 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4510 //PlaneClassify(&frustum[2]);
4512 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4513 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4514 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4515 //PlaneClassify(&frustum[3]);
4518 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4519 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4520 //PlaneClassify(&frustum[4]);
4523 static void R_View_UpdateWithScissor(const int *myscissor)
4525 R_Main_ResizeViewCache();
4526 R_View_SetFrustum(myscissor);
4527 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4528 R_View_UpdateEntityVisible();
4531 static void R_View_Update(void)
4533 R_Main_ResizeViewCache();
4534 R_View_SetFrustum(NULL);
4535 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4536 R_View_UpdateEntityVisible();
4539 float viewscalefpsadjusted = 1.0f;
4541 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4543 const float *customclipplane = NULL;
4545 int /*rtwidth,*/ rtheight;
4546 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4548 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4549 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4550 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4551 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4552 dist = r_refdef.view.clipplane.dist;
4553 plane[0] = r_refdef.view.clipplane.normal[0];
4554 plane[1] = r_refdef.view.clipplane.normal[1];
4555 plane[2] = r_refdef.view.clipplane.normal[2];
4557 customclipplane = plane;
4560 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4561 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4563 if (!r_refdef.view.useperspective)
4564 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4565 else if (vid.stencil && r_useinfinitefarclip.integer)
4566 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4568 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4569 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4570 R_SetViewport(&r_refdef.view.viewport);
4573 void R_EntityMatrix(const matrix4x4_t *matrix)
4575 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4577 gl_modelmatrixchanged = false;
4578 gl_modelmatrix = *matrix;
4579 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4580 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4581 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4582 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4584 switch(vid.renderpath)
4586 case RENDERPATH_GL32:
4587 case RENDERPATH_GLES2:
4588 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4589 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4595 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4597 r_viewport_t viewport;
4601 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4602 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4603 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4604 R_SetViewport(&viewport);
4605 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4606 GL_Color(1, 1, 1, 1);
4607 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4608 GL_BlendFunc(GL_ONE, GL_ZERO);
4609 GL_ScissorTest(false);
4610 GL_DepthMask(false);
4611 GL_DepthRange(0, 1);
4612 GL_DepthTest(false);
4613 GL_DepthFunc(GL_LEQUAL);
4614 R_EntityMatrix(&identitymatrix);
4615 R_Mesh_ResetTextureState();
4616 GL_PolygonOffset(0, 0);
4617 switch(vid.renderpath)
4619 case RENDERPATH_GL32:
4620 case RENDERPATH_GLES2:
4621 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4624 GL_CullFace(GL_NONE);
4629 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4631 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4634 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4636 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4637 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4638 GL_Color(1, 1, 1, 1);
4639 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4640 GL_BlendFunc(GL_ONE, GL_ZERO);
4641 GL_ScissorTest(true);
4643 GL_DepthRange(0, 1);
4645 GL_DepthFunc(GL_LEQUAL);
4646 R_EntityMatrix(&identitymatrix);
4647 R_Mesh_ResetTextureState();
4648 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4649 switch(vid.renderpath)
4651 case RENDERPATH_GL32:
4652 case RENDERPATH_GLES2:
4653 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4656 GL_CullFace(r_refdef.view.cullface_back);
4661 R_RenderView_UpdateViewVectors
4664 void R_RenderView_UpdateViewVectors(void)
4666 // break apart the view matrix into vectors for various purposes
4667 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4668 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4669 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4670 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4671 // make an inverted copy of the view matrix for tracking sprites
4672 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4675 void R_RenderTarget_FreeUnused(qboolean force)
4677 unsigned int i, j, end;
4678 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4679 for (i = 0; i < end; i++)
4681 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4682 // free resources for rendertargets that have not been used for a while
4683 // (note: this check is run after the frame render, so any targets used
4684 // this frame will not be affected even at low framerates)
4685 if (r && (realtime - r->lastusetime > 0.2 || force))
4688 R_Mesh_DestroyFramebufferObject(r->fbo);
4689 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4690 if (r->colortexture[j])
4691 R_FreeTexture(r->colortexture[j]);
4692 if (r->depthtexture)
4693 R_FreeTexture(r->depthtexture);
4694 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4699 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4701 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4705 y2 = (th - y - h) * ih;
4716 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4718 unsigned int i, j, end;
4719 r_rendertarget_t *r = NULL;
4721 // first try to reuse an existing slot if possible
4722 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4723 for (i = 0; i < end; i++)
4725 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4726 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4731 // no unused exact match found, so we have to make one in the first unused slot
4732 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4733 r->texturewidth = texturewidth;
4734 r->textureheight = textureheight;
4735 r->colortextype[0] = colortextype0;
4736 r->colortextype[1] = colortextype1;
4737 r->colortextype[2] = colortextype2;
4738 r->colortextype[3] = colortextype3;
4739 r->depthtextype = depthtextype;
4740 r->depthisrenderbuffer = depthisrenderbuffer;
4741 for (j = 0; j < 4; j++)
4742 if (r->colortextype[j])
4743 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4744 if (r->depthtextype)
4746 if (r->depthisrenderbuffer)
4747 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4749 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4751 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4753 r_refdef.stats[r_stat_rendertargets_used]++;
4754 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4755 r->lastusetime = realtime;
4756 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4760 static void R_Water_StartFrame(int viewwidth, int viewheight)
4762 int waterwidth, waterheight;
4764 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4767 // set waterwidth and waterheight to the water resolution that will be
4768 // used (often less than the screen resolution for faster rendering)
4769 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4770 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4772 if (!r_water.integer || r_showsurfaces.integer)
4773 waterwidth = waterheight = 0;
4775 // set up variables that will be used in shader setup
4776 r_fb.water.waterwidth = waterwidth;
4777 r_fb.water.waterheight = waterheight;
4778 r_fb.water.texturewidth = waterwidth;
4779 r_fb.water.textureheight = waterheight;
4780 r_fb.water.camerawidth = waterwidth;
4781 r_fb.water.cameraheight = waterheight;
4782 r_fb.water.screenscale[0] = 0.5f;
4783 r_fb.water.screenscale[1] = 0.5f;
4784 r_fb.water.screencenter[0] = 0.5f;
4785 r_fb.water.screencenter[1] = 0.5f;
4786 r_fb.water.enabled = waterwidth != 0;
4788 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4789 r_fb.water.numwaterplanes = 0;
4792 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4794 int planeindex, bestplaneindex, vertexindex;
4795 vec3_t mins, maxs, normal, center, v, n;
4796 vec_t planescore, bestplanescore;
4798 r_waterstate_waterplane_t *p;
4799 texture_t *t = R_GetCurrentTexture(surface->texture);
4801 rsurface.texture = t;
4802 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4803 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4804 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4806 // average the vertex normals, find the surface bounds (after deformvertexes)
4807 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4808 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4809 VectorCopy(n, normal);
4810 VectorCopy(v, mins);
4811 VectorCopy(v, maxs);
4812 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4814 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4815 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4816 VectorAdd(normal, n, normal);
4817 mins[0] = min(mins[0], v[0]);
4818 mins[1] = min(mins[1], v[1]);
4819 mins[2] = min(mins[2], v[2]);
4820 maxs[0] = max(maxs[0], v[0]);
4821 maxs[1] = max(maxs[1], v[1]);
4822 maxs[2] = max(maxs[2], v[2]);
4824 VectorNormalize(normal);
4825 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4827 VectorCopy(normal, plane.normal);
4828 VectorNormalize(plane.normal);
4829 plane.dist = DotProduct(center, plane.normal);
4830 PlaneClassify(&plane);
4831 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4833 // skip backfaces (except if nocullface is set)
4834 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4836 VectorNegate(plane.normal, plane.normal);
4838 PlaneClassify(&plane);
4842 // find a matching plane if there is one
4843 bestplaneindex = -1;
4844 bestplanescore = 1048576.0f;
4845 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4847 if(p->camera_entity == t->camera_entity)
4849 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4850 if (bestplaneindex < 0 || bestplanescore > planescore)
4852 bestplaneindex = planeindex;
4853 bestplanescore = planescore;
4857 planeindex = bestplaneindex;
4859 // if this surface does not fit any known plane rendered this frame, add one
4860 if (planeindex < 0 || bestplanescore > 0.001f)
4862 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4864 // store the new plane
4865 planeindex = r_fb.water.numwaterplanes++;
4866 p = r_fb.water.waterplanes + planeindex;
4868 // clear materialflags and pvs
4869 p->materialflags = 0;
4870 p->pvsvalid = false;
4871 p->camera_entity = t->camera_entity;
4872 VectorCopy(mins, p->mins);
4873 VectorCopy(maxs, p->maxs);
4877 // We're totally screwed.
4883 // merge mins/maxs when we're adding this surface to the plane
4884 p = r_fb.water.waterplanes + planeindex;
4885 p->mins[0] = min(p->mins[0], mins[0]);
4886 p->mins[1] = min(p->mins[1], mins[1]);
4887 p->mins[2] = min(p->mins[2], mins[2]);
4888 p->maxs[0] = max(p->maxs[0], maxs[0]);
4889 p->maxs[1] = max(p->maxs[1], maxs[1]);
4890 p->maxs[2] = max(p->maxs[2], maxs[2]);
4892 // merge this surface's materialflags into the waterplane
4893 p->materialflags |= t->currentmaterialflags;
4894 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4896 // merge this surface's PVS into the waterplane
4897 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4898 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4900 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4906 extern cvar_t r_drawparticles;
4907 extern cvar_t r_drawdecals;
4909 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4912 r_refdef_view_t originalview;
4913 r_refdef_view_t myview;
4914 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;
4915 r_waterstate_waterplane_t *p;
4917 r_rendertarget_t *rt;
4919 originalview = r_refdef.view;
4921 // lowquality hack, temporarily shut down some cvars and restore afterwards
4922 qualityreduction = r_water_lowquality.integer;
4923 if (qualityreduction > 0)
4925 if (qualityreduction >= 1)
4927 old_r_shadows = r_shadows.integer;
4928 old_r_worldrtlight = r_shadow_realtime_world.integer;
4929 old_r_dlight = r_shadow_realtime_dlight.integer;
4930 Cvar_SetValueQuick(&r_shadows, 0);
4931 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4932 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4934 if (qualityreduction >= 2)
4936 old_r_dynamic = r_dynamic.integer;
4937 old_r_particles = r_drawparticles.integer;
4938 old_r_decals = r_drawdecals.integer;
4939 Cvar_SetValueQuick(&r_dynamic, 0);
4940 Cvar_SetValueQuick(&r_drawparticles, 0);
4941 Cvar_SetValueQuick(&r_drawdecals, 0);
4945 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4947 p->rt_reflection = NULL;
4948 p->rt_refraction = NULL;
4949 p->rt_camera = NULL;
4953 r_refdef.view = originalview;
4954 r_refdef.view.showdebug = false;
4955 r_refdef.view.width = r_fb.water.waterwidth;
4956 r_refdef.view.height = r_fb.water.waterheight;
4957 r_refdef.view.useclipplane = true;
4958 myview = r_refdef.view;
4959 r_fb.water.renderingscene = true;
4960 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4962 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4965 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4967 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4968 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4970 r_refdef.view = myview;
4971 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4972 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4973 if(r_water_scissormode.integer)
4975 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4976 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4978 p->rt_reflection = NULL;
4979 p->rt_refraction = NULL;
4980 p->rt_camera = NULL;
4985 r_refdef.view.clipplane = p->plane;
4986 // reflected view origin may be in solid, so don't cull with it
4987 r_refdef.view.usevieworiginculling = false;
4988 // reverse the cullface settings for this render
4989 r_refdef.view.cullface_front = GL_FRONT;
4990 r_refdef.view.cullface_back = GL_BACK;
4991 // combined pvs (based on what can be seen from each surface center)
4992 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4994 r_refdef.view.usecustompvs = true;
4996 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4998 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5001 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
5002 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5003 GL_ScissorTest(false);
5004 R_ClearScreen(r_refdef.fogenabled);
5005 GL_ScissorTest(true);
5006 if(r_water_scissormode.integer & 2)
5007 R_View_UpdateWithScissor(myscissor);
5010 R_AnimCache_CacheVisibleEntities();
5011 if(r_water_scissormode.integer & 1)
5012 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5013 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5015 r_fb.water.hideplayer = false;
5016 p->rt_reflection = rt;
5019 // render the normal view scene and copy into texture
5020 // (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)
5021 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5023 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5024 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5026 r_refdef.view = myview;
5027 if(r_water_scissormode.integer)
5029 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
5030 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
5032 p->rt_reflection = NULL;
5033 p->rt_refraction = NULL;
5034 p->rt_camera = NULL;
5039 // combined pvs (based on what can be seen from each surface center)
5040 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5042 r_refdef.view.usecustompvs = true;
5044 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5046 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5049 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
5051 r_refdef.view.clipplane = p->plane;
5052 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5053 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5055 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5057 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5058 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5059 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5060 R_RenderView_UpdateViewVectors();
5061 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5063 r_refdef.view.usecustompvs = true;
5064 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);
5068 PlaneClassify(&r_refdef.view.clipplane);
5070 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5071 GL_ScissorTest(false);
5072 R_ClearScreen(r_refdef.fogenabled);
5073 GL_ScissorTest(true);
5074 if(r_water_scissormode.integer & 2)
5075 R_View_UpdateWithScissor(myscissor);
5078 R_AnimCache_CacheVisibleEntities();
5079 if(r_water_scissormode.integer & 1)
5080 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5081 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5083 r_fb.water.hideplayer = false;
5084 p->rt_refraction = rt;
5086 else if (p->materialflags & MATERIALFLAG_CAMERA)
5088 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5089 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5091 r_refdef.view = myview;
5093 r_refdef.view.clipplane = p->plane;
5094 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5095 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5097 r_refdef.view.width = r_fb.water.camerawidth;
5098 r_refdef.view.height = r_fb.water.cameraheight;
5099 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5100 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5101 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5102 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5104 if(p->camera_entity)
5106 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5107 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5110 // note: all of the view is used for displaying... so
5111 // there is no use in scissoring
5113 // reverse the cullface settings for this render
5114 r_refdef.view.cullface_front = GL_FRONT;
5115 r_refdef.view.cullface_back = GL_BACK;
5116 // also reverse the view matrix
5117 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
5118 R_RenderView_UpdateViewVectors();
5119 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5121 r_refdef.view.usecustompvs = true;
5122 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);
5125 // camera needs no clipplane
5126 r_refdef.view.useclipplane = false;
5127 // TODO: is the camera origin always valid? if so we don't need to clear this
5128 r_refdef.view.usevieworiginculling = false;
5130 PlaneClassify(&r_refdef.view.clipplane);
5132 r_fb.water.hideplayer = false;
5134 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5135 GL_ScissorTest(false);
5136 R_ClearScreen(r_refdef.fogenabled);
5137 GL_ScissorTest(true);
5139 R_AnimCache_CacheVisibleEntities();
5140 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5142 r_fb.water.hideplayer = false;
5147 r_fb.water.renderingscene = false;
5148 r_refdef.view = originalview;
5149 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5151 R_AnimCache_CacheVisibleEntities();
5154 r_refdef.view = originalview;
5155 r_fb.water.renderingscene = false;
5156 Cvar_SetValueQuick(&r_water, 0);
5157 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5159 // lowquality hack, restore cvars
5160 if (qualityreduction > 0)
5162 if (qualityreduction >= 1)
5164 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5165 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5166 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5168 if (qualityreduction >= 2)
5170 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5171 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5172 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5177 static void R_Bloom_StartFrame(void)
5179 int screentexturewidth, screentextureheight;
5180 textype_t textype = TEXTYPE_COLORBUFFER;
5183 // clear the pointers to rendertargets from last frame as they're stale
5184 r_fb.rt_screen = NULL;
5185 r_fb.rt_bloom = NULL;
5187 switch (vid.renderpath)
5189 case RENDERPATH_GL32:
5190 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5191 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5192 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5194 case RENDERPATH_GLES2:
5195 r_fb.usedepthtextures = false;
5199 if (r_viewscale_fpsscaling.integer)
5201 double actualframetime;
5202 double targetframetime;
5204 actualframetime = r_refdef.lastdrawscreentime;
5205 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5206 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5207 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5208 if (r_viewscale_fpsscaling_stepsize.value > 0)
5211 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5213 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5215 viewscalefpsadjusted += adjust;
5216 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5219 viewscalefpsadjusted = 1.0f;
5221 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5223 scale *= sqrt(vid.samples); // supersampling
5224 scale = bound(0.03125f, scale, 4.0f);
5225 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5226 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5227 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5228 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5230 // set bloomwidth and bloomheight to the bloom resolution that will be
5231 // used (often less than the screen resolution for faster rendering)
5232 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5233 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5234 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5235 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5236 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5238 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5240 Cvar_SetValueQuick(&r_bloom, 0);
5241 Cvar_SetValueQuick(&r_motionblur, 0);
5242 Cvar_SetValueQuick(&r_damageblur, 0);
5244 if (!r_bloom.integer)
5245 r_fb.bloomwidth = r_fb.bloomheight = 0;
5247 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5248 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5250 if (r_fb.ghosttexture)
5251 R_FreeTexture(r_fb.ghosttexture);
5252 r_fb.ghosttexture = NULL;
5254 r_fb.screentexturewidth = screentexturewidth;
5255 r_fb.screentextureheight = screentextureheight;
5256 r_fb.textype = textype;
5258 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5260 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5261 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_CLAMP, -1, NULL);
5262 r_fb.ghosttexture_valid = false;
5266 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5268 r_refdef.view.clear = true;
5271 static void R_Bloom_MakeTexture(void)
5274 float xoffset, yoffset, r, brighten;
5275 float colorscale = r_bloom_colorscale.value;
5276 r_viewport_t bloomviewport;
5277 r_rendertarget_t *prev, *cur;
5278 textype_t textype = r_fb.rt_screen->colortextype[0];
5280 r_refdef.stats[r_stat_bloom]++;
5282 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5284 // scale down screen texture to the bloom texture size
5286 prev = r_fb.rt_screen;
5287 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5288 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5289 R_SetViewport(&bloomviewport);
5290 GL_CullFace(GL_NONE);
5291 GL_DepthTest(false);
5292 GL_BlendFunc(GL_ONE, GL_ZERO);
5293 GL_Color(colorscale, colorscale, colorscale, 1);
5294 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5295 // TODO: do boxfilter scale-down in shader?
5296 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5297 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5298 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5299 // we now have a properly scaled bloom image
5301 // multiply bloom image by itself as many times as desired to darken it
5302 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5303 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5306 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5307 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5309 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5311 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5312 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5313 GL_Color(1,1,1,1); // no fix factor supported here
5314 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5315 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5316 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5317 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5321 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5322 brighten = r_bloom_brighten.value;
5323 brighten = sqrt(brighten);
5325 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5327 for (dir = 0;dir < 2;dir++)
5330 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5331 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5332 // blend on at multiple vertical offsets to achieve a vertical blur
5333 // TODO: do offset blends using GLSL
5334 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5336 GL_BlendFunc(GL_ONE, GL_ZERO);
5338 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5340 for (x = -range;x <= range;x++)
5342 if (!dir){xoffset = 0;yoffset = x;}
5343 else {xoffset = x;yoffset = 0;}
5344 xoffset /= (float)prev->texturewidth;
5345 yoffset /= (float)prev->textureheight;
5346 // compute a texcoord array with the specified x and y offset
5347 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5348 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5349 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5350 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5351 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5352 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5353 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5354 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5355 // this r value looks like a 'dot' particle, fading sharply to
5356 // black at the edges
5357 // (probably not realistic but looks good enough)
5358 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5359 //r = brighten/(range*2+1);
5360 r = brighten / (range * 2 + 1);
5362 r *= (1 - x*x/(float)((range+1)*(range+1)));
5366 GL_Color(r, r, r, 1);
5368 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5370 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5371 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5373 GL_BlendFunc(GL_ONE, GL_ONE);
5378 // now we have the bloom image, so keep track of it
5379 r_fb.rt_bloom = cur;
5382 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5384 dpuint64 permutation;
5385 float uservecs[4][4];
5386 rtexture_t *viewtexture;
5387 rtexture_t *bloomtexture;
5389 R_EntityMatrix(&identitymatrix);
5391 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5393 // declare variables
5394 float blur_factor, blur_mouseaccel, blur_velocity;
5395 static float blur_average;
5396 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5398 // set a goal for the factoring
5399 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5400 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5401 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5402 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5403 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5404 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5406 // from the goal, pick an averaged value between goal and last value
5407 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5408 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5410 // enforce minimum amount of blur
5411 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5413 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5415 // calculate values into a standard alpha
5416 cl.motionbluralpha = 1 - exp(-
5418 (r_motionblur.value * blur_factor / 80)
5420 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5423 max(0.0001, cl.time - cl.oldtime) // fps independent
5426 // randomization for the blur value to combat persistent ghosting
5427 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5428 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5431 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5432 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5434 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5435 GL_Color(1, 1, 1, cl.motionbluralpha);
5436 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5437 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5438 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5439 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5440 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5443 // updates old view angles for next pass
5444 VectorCopy(cl.viewangles, blur_oldangles);
5446 // copy view into the ghost texture
5447 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5448 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5449 r_fb.ghosttexture_valid = true;
5452 if (r_fb.bloomwidth)
5454 // make the bloom texture
5455 R_Bloom_MakeTexture();
5458 #if _MSC_VER >= 1400
5459 #define sscanf sscanf_s
5461 memset(uservecs, 0, sizeof(uservecs));
5462 if (r_glsl_postprocess_uservec1_enable.integer)
5463 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5464 if (r_glsl_postprocess_uservec2_enable.integer)
5465 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5466 if (r_glsl_postprocess_uservec3_enable.integer)
5467 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5468 if (r_glsl_postprocess_uservec4_enable.integer)
5469 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5471 // render to the screen fbo
5472 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5473 GL_Color(1, 1, 1, 1);
5474 GL_BlendFunc(GL_ONE, GL_ZERO);
5476 viewtexture = r_fb.rt_screen->colortexture[0];
5477 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5479 if (r_rendertarget_debug.integer >= 0)
5481 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5482 if (rt && rt->colortexture[0])
5484 viewtexture = rt->colortexture[0];
5485 bloomtexture = NULL;
5489 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5490 switch(vid.renderpath)
5492 case RENDERPATH_GL32:
5493 case RENDERPATH_GLES2:
5495 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5496 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5497 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5498 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5499 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5500 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5501 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5502 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5503 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5504 if (r_glsl_permutation->tex_Texture_LUT >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LUT, r_texture_lut );
5505 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]);
5506 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5507 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]);
5508 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]);
5509 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]);
5510 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]);
5511 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5512 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5513 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);
5514 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5517 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5518 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5521 matrix4x4_t r_waterscrollmatrix;
5523 void R_UpdateFog(void)
5526 if (gamemode == GAME_NEHAHRA)
5528 if (gl_fogenable.integer)
5530 r_refdef.oldgl_fogenable = true;
5531 r_refdef.fog_density = gl_fogdensity.value;
5532 r_refdef.fog_red = gl_fogred.value;
5533 r_refdef.fog_green = gl_foggreen.value;
5534 r_refdef.fog_blue = gl_fogblue.value;
5535 r_refdef.fog_alpha = 1;
5536 r_refdef.fog_start = 0;
5537 r_refdef.fog_end = gl_skyclip.value;
5538 r_refdef.fog_height = 1<<30;
5539 r_refdef.fog_fadedepth = 128;
5541 else if (r_refdef.oldgl_fogenable)
5543 r_refdef.oldgl_fogenable = false;
5544 r_refdef.fog_density = 0;
5545 r_refdef.fog_red = 0;
5546 r_refdef.fog_green = 0;
5547 r_refdef.fog_blue = 0;
5548 r_refdef.fog_alpha = 0;
5549 r_refdef.fog_start = 0;
5550 r_refdef.fog_end = 0;
5551 r_refdef.fog_height = 1<<30;
5552 r_refdef.fog_fadedepth = 128;
5557 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5558 r_refdef.fog_start = max(0, r_refdef.fog_start);
5559 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5561 if (r_refdef.fog_density && r_drawfog.integer)
5563 r_refdef.fogenabled = true;
5564 // this is the point where the fog reaches 0.9986 alpha, which we
5565 // consider a good enough cutoff point for the texture
5566 // (0.9986 * 256 == 255.6)
5567 if (r_fog_exp2.integer)
5568 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5570 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5571 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5572 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5573 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5574 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5575 R_BuildFogHeightTexture();
5576 // fog color was already set
5577 // update the fog texture
5578 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)
5579 R_BuildFogTexture();
5580 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5581 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5584 r_refdef.fogenabled = false;
5587 if (r_refdef.fog_density)
5589 r_refdef.fogcolor[0] = r_refdef.fog_red;
5590 r_refdef.fogcolor[1] = r_refdef.fog_green;
5591 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5593 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5594 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5595 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5596 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5600 VectorCopy(r_refdef.fogcolor, fogvec);
5601 // color.rgb *= ContrastBoost * SceneBrightness;
5602 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5603 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5604 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5605 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5610 void R_UpdateVariables(void)
5614 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5616 r_refdef.farclip = r_farclip_base.value;
5617 if (r_refdef.scene.worldmodel)
5618 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5619 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5621 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5622 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5623 r_refdef.polygonfactor = 0;
5624 r_refdef.polygonoffset = 0;
5626 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5627 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5628 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5629 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5630 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5631 if (r_refdef.scene.worldmodel)
5633 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5635 if (r_showsurfaces.integer)
5637 r_refdef.scene.rtworld = false;
5638 r_refdef.scene.rtworldshadows = false;
5639 r_refdef.scene.rtdlight = false;
5640 r_refdef.scene.rtdlightshadows = false;
5641 r_refdef.scene.lightmapintensity = 0;
5644 r_gpuskeletal = false;
5645 switch(vid.renderpath)
5647 case RENDERPATH_GL32:
5648 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5649 case RENDERPATH_GLES2:
5650 if (r_glsl_postprocess.integer)
5652 if (r_glsl_postprocess_color_lut.string[0])
5654 r_texture_lut_pic = Draw_CachePic_Flags(r_glsl_postprocess_color_lut.string, CACHEPICFLAG_NOTPERSISTENT | CACHEPICFLAG_LINEAR);
5655 if (r_texture_lut_pic)
5656 r_texture_lut = Draw_GetPicTexture(r_texture_lut_pic);
5658 r_texture_lut = r_texture_lut_default;
5662 r_texture_lut = r_texture_lut_default;
5665 if(!vid_gammatables_trivial)
5667 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5669 // build GLSL gamma texture
5670 #define RAMPWIDTH 256
5671 unsigned short ramp[RAMPWIDTH * 3];
5672 unsigned char rampbgr[RAMPWIDTH][4];
5675 r_texture_gammaramps_serial = vid_gammatables_serial;
5677 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5678 for(i = 0; i < RAMPWIDTH; ++i)
5680 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5681 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5682 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5685 if (r_texture_gammaramps)
5687 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5691 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5697 // remove GLSL gamma texture
5703 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5704 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5710 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5711 if( scenetype != r_currentscenetype ) {
5712 // store the old scenetype
5713 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5714 r_currentscenetype = scenetype;
5715 // move in the new scene
5716 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5725 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5727 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5728 if( scenetype == r_currentscenetype ) {
5729 return &r_refdef.scene;
5731 return &r_scenes_store[ scenetype ];
5735 static int R_SortEntities_Compare(const void *ap, const void *bp)
5737 const entity_render_t *a = *(const entity_render_t **)ap;
5738 const entity_render_t *b = *(const entity_render_t **)bp;
5741 if(a->model < b->model)
5743 if(a->model > b->model)
5747 // TODO possibly calculate the REAL skinnum here first using
5749 if(a->skinnum < b->skinnum)
5751 if(a->skinnum > b->skinnum)
5754 // everything we compared is equal
5757 static void R_SortEntities(void)
5759 // below or equal 2 ents, sorting never gains anything
5760 if(r_refdef.scene.numentities <= 2)
5763 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5771 extern cvar_t r_shadow_bouncegrid;
5772 extern cvar_t v_isometric;
5773 extern void V_MakeViewIsometric(void);
5774 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5776 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5778 rtexture_t *viewdepthtexture = NULL;
5779 rtexture_t *viewcolortexture = NULL;
5780 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5782 // finish any 2D rendering that was queued
5785 if (r_timereport_active)
5786 R_TimeReport("start");
5787 r_textureframe++; // used only by R_GetCurrentTexture
5788 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5790 if(R_CompileShader_CheckStaticParms())
5791 R_GLSL_Restart_f(&cmd_client);
5793 if (!r_drawentities.integer)
5794 r_refdef.scene.numentities = 0;
5795 else if (r_sortentities.integer)
5798 R_AnimCache_ClearCache();
5800 /* adjust for stereo display */
5801 if(R_Stereo_Active())
5803 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);
5804 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5807 if (r_refdef.view.isoverlay)
5809 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5810 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5811 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5812 R_TimeReport("depthclear");
5814 r_refdef.view.showdebug = false;
5816 r_fb.water.enabled = false;
5817 r_fb.water.numwaterplanes = 0;
5819 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5821 r_refdef.view.matrix = originalmatrix;
5827 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5829 r_refdef.view.matrix = originalmatrix;
5833 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5834 if (v_isometric.integer && r_refdef.view.ismain)
5835 V_MakeViewIsometric();
5837 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5839 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5840 // in sRGB fallback, behave similar to true sRGB: convert this
5841 // value from linear to sRGB
5842 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5844 R_RenderView_UpdateViewVectors();
5846 R_Shadow_UpdateWorldLightSelection();
5848 // this will set up r_fb.rt_screen
5849 R_Bloom_StartFrame();
5851 // apply bloom brightness offset
5853 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5855 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5858 viewfbo = r_fb.rt_screen->fbo;
5859 viewdepthtexture = r_fb.rt_screen->depthtexture;
5860 viewcolortexture = r_fb.rt_screen->colortexture[0];
5863 viewwidth = r_fb.rt_screen->texturewidth;
5864 viewheight = r_fb.rt_screen->textureheight;
5867 R_Water_StartFrame(viewwidth, viewheight);
5870 if (r_timereport_active)
5871 R_TimeReport("viewsetup");
5873 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5875 // clear the whole fbo every frame - otherwise the driver will consider
5876 // it to be an inter-frame texture and stall in multi-gpu configurations
5878 GL_ScissorTest(false);
5879 R_ClearScreen(r_refdef.fogenabled);
5880 if (r_timereport_active)
5881 R_TimeReport("viewclear");
5883 r_refdef.view.clear = true;
5885 r_refdef.view.showdebug = true;
5888 if (r_timereport_active)
5889 R_TimeReport("visibility");
5891 R_AnimCache_CacheVisibleEntities();
5892 if (r_timereport_active)
5893 R_TimeReport("animcache");
5895 R_Shadow_UpdateBounceGridTexture();
5896 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5898 r_fb.water.numwaterplanes = 0;
5899 if (r_fb.water.enabled)
5900 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5902 // for the actual view render we use scissoring a fair amount, so scissor
5903 // test needs to be on
5905 GL_ScissorTest(true);
5906 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5907 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5908 r_fb.water.numwaterplanes = 0;
5910 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5911 GL_ScissorTest(false);
5913 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5914 if (r_timereport_active)
5915 R_TimeReport("blendview");
5917 r_refdef.view.matrix = originalmatrix;
5921 // go back to 2d rendering
5925 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5927 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5929 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5930 if (r_timereport_active)
5931 R_TimeReport("waterworld");
5934 // don't let sound skip if going slow
5935 if (r_refdef.scene.extraupdate)
5938 R_DrawModelsAddWaterPlanes();
5939 if (r_timereport_active)
5940 R_TimeReport("watermodels");
5942 if (r_fb.water.numwaterplanes)
5944 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5945 if (r_timereport_active)
5946 R_TimeReport("waterscenes");
5950 extern cvar_t cl_locs_show;
5951 static void R_DrawLocs(void);
5952 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5953 static void R_DrawModelDecals(void);
5954 extern qboolean r_shadow_usingdeferredprepass;
5955 extern int r_shadow_shadowmapatlas_modelshadows_size;
5956 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5958 qboolean shadowmapping = false;
5960 if (r_timereport_active)
5961 R_TimeReport("beginscene");
5963 r_refdef.stats[r_stat_renders]++;
5967 // don't let sound skip if going slow
5968 if (r_refdef.scene.extraupdate)
5971 R_MeshQueue_BeginScene();
5975 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);
5977 if (r_timereport_active)
5978 R_TimeReport("skystartframe");
5980 if (cl.csqc_vidvars.drawworld)
5982 // don't let sound skip if going slow
5983 if (r_refdef.scene.extraupdate)
5986 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5988 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5989 if (r_timereport_active)
5990 R_TimeReport("worldsky");
5993 if (R_DrawBrushModelsSky() && r_timereport_active)
5994 R_TimeReport("bmodelsky");
5996 if (skyrendermasked && skyrenderlater)
5998 // we have to force off the water clipping plane while rendering sky
5999 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6001 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6002 if (r_timereport_active)
6003 R_TimeReport("sky");
6007 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
6008 r_shadow_viewfbo = viewfbo;
6009 r_shadow_viewdepthtexture = viewdepthtexture;
6010 r_shadow_viewcolortexture = viewcolortexture;
6011 r_shadow_viewx = viewx;
6012 r_shadow_viewy = viewy;
6013 r_shadow_viewwidth = viewwidth;
6014 r_shadow_viewheight = viewheight;
6016 R_Shadow_PrepareModelShadows();
6017 R_Shadow_PrepareLights();
6018 if (r_timereport_active)
6019 R_TimeReport("preparelights");
6021 // render all the shadowmaps that will be used for this view
6022 shadowmapping = R_Shadow_ShadowMappingEnabled();
6023 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
6025 R_Shadow_DrawShadowMaps();
6026 if (r_timereport_active)
6027 R_TimeReport("shadowmaps");
6030 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
6031 if (r_shadow_usingdeferredprepass)
6032 R_Shadow_DrawPrepass();
6034 // now we begin the forward pass of the view render
6035 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6037 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6038 if (r_timereport_active)
6039 R_TimeReport("worlddepth");
6041 if (r_depthfirst.integer >= 2)
6043 R_DrawModelsDepth();
6044 if (r_timereport_active)
6045 R_TimeReport("modeldepth");
6048 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6050 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6051 if (r_timereport_active)
6052 R_TimeReport("world");
6055 // don't let sound skip if going slow
6056 if (r_refdef.scene.extraupdate)
6060 if (r_timereport_active)
6061 R_TimeReport("models");
6063 // don't let sound skip if going slow
6064 if (r_refdef.scene.extraupdate)
6067 if (!r_shadow_usingdeferredprepass)
6069 R_Shadow_DrawLights();
6070 if (r_timereport_active)
6071 R_TimeReport("rtlights");
6074 // don't let sound skip if going slow
6075 if (r_refdef.scene.extraupdate)
6078 if (cl.csqc_vidvars.drawworld)
6080 R_DrawModelDecals();
6081 if (r_timereport_active)
6082 R_TimeReport("modeldecals");
6085 if (r_timereport_active)
6086 R_TimeReport("particles");
6089 if (r_timereport_active)
6090 R_TimeReport("explosions");
6093 if (r_refdef.view.showdebug)
6095 if (cl_locs_show.integer)
6098 if (r_timereport_active)
6099 R_TimeReport("showlocs");
6102 if (r_drawportals.integer)
6105 if (r_timereport_active)
6106 R_TimeReport("portals");
6109 if (r_showbboxes_client.value > 0)
6111 R_DrawEntityBBoxes(CLVM_prog);
6112 if (r_timereport_active)
6113 R_TimeReport("clbboxes");
6115 if (r_showbboxes.value > 0)
6117 R_DrawEntityBBoxes(SVVM_prog);
6118 if (r_timereport_active)
6119 R_TimeReport("svbboxes");
6123 if (r_transparent.integer)
6125 R_MeshQueue_RenderTransparent();
6126 if (r_timereport_active)
6127 R_TimeReport("drawtrans");
6130 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))
6132 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6133 if (r_timereport_active)
6134 R_TimeReport("worlddebug");
6135 R_DrawModelsDebug();
6136 if (r_timereport_active)
6137 R_TimeReport("modeldebug");
6140 if (cl.csqc_vidvars.drawworld)
6142 R_Shadow_DrawCoronas();
6143 if (r_timereport_active)
6144 R_TimeReport("coronas");
6147 // don't let sound skip if going slow
6148 if (r_refdef.scene.extraupdate)
6152 static const unsigned short bboxelements[36] =
6162 #define BBOXEDGES 13
6163 static const float bboxedges[BBOXEDGES][6] =
6166 { 0, 0, 0, 1, 1, 1 },
6168 { 0, 0, 0, 0, 1, 0 },
6169 { 0, 0, 0, 1, 0, 0 },
6170 { 0, 1, 0, 1, 1, 0 },
6171 { 1, 0, 0, 1, 1, 0 },
6173 { 0, 0, 1, 0, 1, 1 },
6174 { 0, 0, 1, 1, 0, 1 },
6175 { 0, 1, 1, 1, 1, 1 },
6176 { 1, 0, 1, 1, 1, 1 },
6178 { 0, 0, 0, 0, 0, 1 },
6179 { 1, 0, 0, 1, 0, 1 },
6180 { 0, 1, 0, 0, 1, 1 },
6181 { 1, 1, 0, 1, 1, 1 },
6184 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6186 int numvertices = BBOXEDGES * 8;
6187 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6188 int numtriangles = BBOXEDGES * 12;
6189 unsigned short elements[BBOXEDGES * 36];
6191 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6193 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6195 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6196 GL_DepthMask(false);
6197 GL_DepthRange(0, 1);
6198 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6200 for (edge = 0; edge < BBOXEDGES; edge++)
6202 for (i = 0; i < 3; i++)
6204 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6205 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6207 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6208 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6209 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6210 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6211 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6212 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6213 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6214 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6215 for (i = 0; i < 36; i++)
6216 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6218 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6219 if (r_refdef.fogenabled)
6221 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6223 f1 = RSurf_FogVertex(v);
6225 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6226 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6227 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6230 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6231 R_Mesh_ResetTextureState();
6232 R_SetupShader_Generic_NoTexture(false, false);
6233 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6236 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6238 // hacky overloading of the parameters
6239 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6242 prvm_edict_t *edict;
6244 GL_CullFace(GL_NONE);
6245 R_SetupShader_Generic_NoTexture(false, false);
6247 for (i = 0;i < numsurfaces;i++)
6249 edict = PRVM_EDICT_NUM(surfacelist[i]);
6250 switch ((int)PRVM_serveredictfloat(edict, solid))
6252 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6253 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6254 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6255 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6256 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6257 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6258 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6260 if (prog == CLVM_prog)
6261 color[3] *= r_showbboxes_client.value;
6263 color[3] *= r_showbboxes.value;
6264 color[3] = bound(0, color[3], 1);
6265 GL_DepthTest(!r_showdisabledepthtest.integer);
6266 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6270 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6273 prvm_edict_t *edict;
6279 for (i = 0; i < prog->num_edicts; i++)
6281 edict = PRVM_EDICT_NUM(i);
6282 if (edict->priv.server->free)
6284 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6285 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6287 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6289 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6290 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6294 static const int nomodelelement3i[24] =
6306 static const unsigned short nomodelelement3s[24] =
6318 static const float nomodelvertex3f[6*3] =
6328 static const float nomodelcolor4f[6*4] =
6330 0.0f, 0.0f, 0.5f, 1.0f,
6331 0.0f, 0.0f, 0.5f, 1.0f,
6332 0.0f, 0.5f, 0.0f, 1.0f,
6333 0.0f, 0.5f, 0.0f, 1.0f,
6334 0.5f, 0.0f, 0.0f, 1.0f,
6335 0.5f, 0.0f, 0.0f, 1.0f
6338 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6344 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);
6346 // this is only called once per entity so numsurfaces is always 1, and
6347 // surfacelist is always {0}, so this code does not handle batches
6349 if (rsurface.ent_flags & RENDER_ADDITIVE)
6351 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6352 GL_DepthMask(false);
6354 else if (ent->alpha < 1)
6356 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6357 GL_DepthMask(false);
6361 GL_BlendFunc(GL_ONE, GL_ZERO);
6364 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6365 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6366 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6367 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6368 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6369 for (i = 0, c = color4f;i < 6;i++, c += 4)
6371 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6372 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6373 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6376 if (r_refdef.fogenabled)
6378 for (i = 0, c = color4f;i < 6;i++, c += 4)
6380 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6382 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6383 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6384 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6387 // R_Mesh_ResetTextureState();
6388 R_SetupShader_Generic_NoTexture(false, false);
6389 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6390 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6393 void R_DrawNoModel(entity_render_t *ent)
6396 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6397 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6398 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6400 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6403 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6405 vec3_t right1, right2, diff, normal;
6407 VectorSubtract (org2, org1, normal);
6409 // calculate 'right' vector for start
6410 VectorSubtract (r_refdef.view.origin, org1, diff);
6411 CrossProduct (normal, diff, right1);
6412 VectorNormalize (right1);
6414 // calculate 'right' vector for end
6415 VectorSubtract (r_refdef.view.origin, org2, diff);
6416 CrossProduct (normal, diff, right2);
6417 VectorNormalize (right2);
6419 vert[ 0] = org1[0] + width * right1[0];
6420 vert[ 1] = org1[1] + width * right1[1];
6421 vert[ 2] = org1[2] + width * right1[2];
6422 vert[ 3] = org1[0] - width * right1[0];
6423 vert[ 4] = org1[1] - width * right1[1];
6424 vert[ 5] = org1[2] - width * right1[2];
6425 vert[ 6] = org2[0] - width * right2[0];
6426 vert[ 7] = org2[1] - width * right2[1];
6427 vert[ 8] = org2[2] - width * right2[2];
6428 vert[ 9] = org2[0] + width * right2[0];
6429 vert[10] = org2[1] + width * right2[1];
6430 vert[11] = org2[2] + width * right2[2];
6433 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)
6435 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6436 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6437 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6438 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6439 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6440 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6441 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6442 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6443 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6444 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6445 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6446 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6449 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6454 VectorSet(v, x, y, z);
6455 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6456 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6458 if (i == mesh->numvertices)
6460 if (mesh->numvertices < mesh->maxvertices)
6462 VectorCopy(v, vertex3f);
6463 mesh->numvertices++;
6465 return mesh->numvertices;
6471 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6475 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6476 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6477 e = mesh->element3i + mesh->numtriangles * 3;
6478 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6480 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6481 if (mesh->numtriangles < mesh->maxtriangles)
6486 mesh->numtriangles++;
6488 element[1] = element[2];
6492 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6496 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6497 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6498 e = mesh->element3i + mesh->numtriangles * 3;
6499 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6501 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6502 if (mesh->numtriangles < mesh->maxtriangles)
6507 mesh->numtriangles++;
6509 element[1] = element[2];
6513 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6514 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6516 int planenum, planenum2;
6519 mplane_t *plane, *plane2;
6521 double temppoints[2][256*3];
6522 // figure out how large a bounding box we need to properly compute this brush
6524 for (w = 0;w < numplanes;w++)
6525 maxdist = max(maxdist, fabs(planes[w].dist));
6526 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6527 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6528 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6532 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6533 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6535 if (planenum2 == planenum)
6537 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);
6540 if (tempnumpoints < 3)
6542 // generate elements forming a triangle fan for this polygon
6543 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6547 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6549 if(parms[0] == 0 && parms[1] == 0)
6551 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6552 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6557 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6560 index = parms[2] + rsurface.shadertime * parms[3];
6561 index -= floor(index);
6562 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6565 case Q3WAVEFUNC_NONE:
6566 case Q3WAVEFUNC_NOISE:
6567 case Q3WAVEFUNC_COUNT:
6570 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6571 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6572 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6573 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6574 case Q3WAVEFUNC_TRIANGLE:
6576 f = index - floor(index);
6589 f = parms[0] + parms[1] * f;
6590 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6591 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6595 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6602 matrix4x4_t matrix, temp;
6603 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6604 // it's better to have one huge fixup every 9 hours than gradual
6605 // degradation over time which looks consistently bad after many hours.
6607 // tcmod scroll in particular suffers from this degradation which can't be
6608 // effectively worked around even with floor() tricks because we don't
6609 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6610 // a workaround involving floor() would be incorrect anyway...
6611 shadertime = rsurface.shadertime;
6612 if (shadertime >= 32768.0f)
6613 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6614 switch(tcmod->tcmod)
6618 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6619 matrix = r_waterscrollmatrix;
6621 matrix = identitymatrix;
6623 case Q3TCMOD_ENTITYTRANSLATE:
6624 // this is used in Q3 to allow the gamecode to control texcoord
6625 // scrolling on the entity, which is not supported in darkplaces yet.
6626 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6628 case Q3TCMOD_ROTATE:
6629 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6630 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6631 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6634 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6636 case Q3TCMOD_SCROLL:
6637 // this particular tcmod is a "bug for bug" compatible one with regards to
6638 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6639 // specifically did the wrapping and so we must mimic that...
6640 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6641 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6642 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6644 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6645 w = (int) tcmod->parms[0];
6646 h = (int) tcmod->parms[1];
6647 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6649 idx = (int) floor(f * w * h);
6650 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6652 case Q3TCMOD_STRETCH:
6653 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6654 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6656 case Q3TCMOD_TRANSFORM:
6657 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6658 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6659 VectorSet(tcmat + 6, 0 , 0 , 1);
6660 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6661 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6663 case Q3TCMOD_TURBULENT:
6664 // this is handled in the RSurf_PrepareVertices function
6665 matrix = identitymatrix;
6669 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6672 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6674 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6675 char name[MAX_QPATH];
6676 skinframe_t *skinframe;
6677 unsigned char pixels[296*194];
6678 strlcpy(cache->name, skinname, sizeof(cache->name));
6679 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6680 if (developer_loading.integer)
6681 Con_Printf("loading %s\n", name);
6682 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6683 if (!skinframe || !skinframe->base)
6686 fs_offset_t filesize;
6688 f = FS_LoadFile(name, tempmempool, true, &filesize);
6691 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6692 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6696 cache->skinframe = skinframe;
6699 texture_t *R_GetCurrentTexture(texture_t *t)
6702 const entity_render_t *ent = rsurface.entity;
6703 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6704 q3shaderinfo_layer_tcmod_t *tcmod;
6705 float specularscale = 0.0f;
6707 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6708 return t->currentframe;
6709 t->update_lastrenderframe = r_textureframe;
6710 t->update_lastrenderentity = (void *)ent;
6712 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6713 t->camera_entity = ent->entitynumber;
6715 t->camera_entity = 0;
6717 // switch to an alternate material if this is a q1bsp animated material
6719 texture_t *texture = t;
6720 int s = rsurface.ent_skinnum;
6721 if ((unsigned int)s >= (unsigned int)model->numskins)
6723 if (model->skinscenes)
6725 if (model->skinscenes[s].framecount > 1)
6726 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6728 s = model->skinscenes[s].firstframe;
6731 t = t + s * model->num_surfaces;
6734 // use an alternate animation if the entity's frame is not 0,
6735 // and only if the texture has an alternate animation
6736 if (t->animated == 2) // q2bsp
6737 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6738 else if (rsurface.ent_alttextures && t->anim_total[1])
6739 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6741 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6743 texture->currentframe = t;
6746 // update currentskinframe to be a qw skin or animation frame
6747 if (rsurface.ent_qwskin >= 0)
6749 i = rsurface.ent_qwskin;
6750 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6752 r_qwskincache_size = cl.maxclients;
6754 Mem_Free(r_qwskincache);
6755 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6757 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6758 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6759 t->currentskinframe = r_qwskincache[i].skinframe;
6760 if (t->materialshaderpass && t->currentskinframe == NULL)
6761 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6763 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6764 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6765 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6766 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6768 t->currentmaterialflags = t->basematerialflags;
6769 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6770 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6771 t->currentalpha *= r_wateralpha.value;
6772 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6773 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6774 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6775 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6777 // decide on which type of lighting to use for this surface
6778 if (rsurface.entity->render_modellight_forced)
6779 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6780 if (rsurface.entity->render_rtlight_disabled)
6781 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6782 if (rsurface.entity->render_lightgrid)
6783 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6784 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6786 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6787 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6788 for (q = 0; q < 3; q++)
6790 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6791 t->render_modellight_lightdir[q] = q == 2;
6792 t->render_modellight_ambient[q] = 1;
6793 t->render_modellight_diffuse[q] = 0;
6794 t->render_modellight_specular[q] = 0;
6795 t->render_lightmap_ambient[q] = 0;
6796 t->render_lightmap_diffuse[q] = 0;
6797 t->render_lightmap_specular[q] = 0;
6798 t->render_rtlight_diffuse[q] = 0;
6799 t->render_rtlight_specular[q] = 0;
6802 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6804 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6805 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6806 for (q = 0; q < 3; q++)
6808 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6809 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6810 t->render_modellight_lightdir[q] = q == 2;
6811 t->render_modellight_diffuse[q] = 0;
6812 t->render_modellight_specular[q] = 0;
6813 t->render_lightmap_ambient[q] = 0;
6814 t->render_lightmap_diffuse[q] = 0;
6815 t->render_lightmap_specular[q] = 0;
6816 t->render_rtlight_diffuse[q] = 0;
6817 t->render_rtlight_specular[q] = 0;
6820 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6822 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6823 for (q = 0; q < 3; q++)
6825 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6826 t->render_modellight_lightdir[q] = q == 2;
6827 t->render_modellight_ambient[q] = 0;
6828 t->render_modellight_diffuse[q] = 0;
6829 t->render_modellight_specular[q] = 0;
6830 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6831 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6832 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6833 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6834 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6837 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6839 // ambient + single direction light (modellight)
6840 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6841 for (q = 0; q < 3; q++)
6843 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6844 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6845 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6846 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6847 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6848 t->render_lightmap_ambient[q] = 0;
6849 t->render_lightmap_diffuse[q] = 0;
6850 t->render_lightmap_specular[q] = 0;
6851 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6852 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6857 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6858 for (q = 0; q < 3; q++)
6860 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6861 t->render_modellight_lightdir[q] = q == 2;
6862 t->render_modellight_ambient[q] = 0;
6863 t->render_modellight_diffuse[q] = 0;
6864 t->render_modellight_specular[q] = 0;
6865 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6866 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6867 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6868 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6869 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6873 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6875 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6876 // attribute, we punt it to the lightmap path and hope for the best,
6877 // but lighting doesn't work.
6879 // FIXME: this is fine for effects but CSQC polygons should be subject
6881 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6882 for (q = 0; q < 3; q++)
6884 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6885 t->render_modellight_lightdir[q] = q == 2;
6886 t->render_modellight_ambient[q] = 0;
6887 t->render_modellight_diffuse[q] = 0;
6888 t->render_modellight_specular[q] = 0;
6889 t->render_lightmap_ambient[q] = 0;
6890 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6891 t->render_lightmap_specular[q] = 0;
6892 t->render_rtlight_diffuse[q] = 0;
6893 t->render_rtlight_specular[q] = 0;
6897 for (q = 0; q < 3; q++)
6899 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6900 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6903 if (rsurface.ent_flags & RENDER_ADDITIVE)
6904 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6905 else if (t->currentalpha < 1)
6906 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6907 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6908 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6909 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6910 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6911 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6912 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6913 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6914 if (t->backgroundshaderpass)
6915 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6916 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6918 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6919 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6922 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6923 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6925 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6926 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6928 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6929 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6931 // there is no tcmod
6932 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6934 t->currenttexmatrix = r_waterscrollmatrix;
6935 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6937 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6939 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6940 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6943 if (t->materialshaderpass)
6944 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6945 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6947 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6948 if (t->currentskinframe->qpixels)
6949 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6950 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6951 if (!t->basetexture)
6952 t->basetexture = r_texture_notexture;
6953 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6954 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6955 t->nmaptexture = t->currentskinframe->nmap;
6956 if (!t->nmaptexture)
6957 t->nmaptexture = r_texture_blanknormalmap;
6958 t->glosstexture = r_texture_black;
6959 t->glowtexture = t->currentskinframe->glow;
6960 t->fogtexture = t->currentskinframe->fog;
6961 t->reflectmasktexture = t->currentskinframe->reflect;
6962 if (t->backgroundshaderpass)
6964 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6965 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6966 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6967 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6968 t->backgroundglosstexture = r_texture_black;
6969 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6970 if (!t->backgroundnmaptexture)
6971 t->backgroundnmaptexture = r_texture_blanknormalmap;
6972 // make sure that if glow is going to be used, both textures are not NULL
6973 if (!t->backgroundglowtexture && t->glowtexture)
6974 t->backgroundglowtexture = r_texture_black;
6975 if (!t->glowtexture && t->backgroundglowtexture)
6976 t->glowtexture = r_texture_black;
6980 t->backgroundbasetexture = r_texture_white;
6981 t->backgroundnmaptexture = r_texture_blanknormalmap;
6982 t->backgroundglosstexture = r_texture_black;
6983 t->backgroundglowtexture = NULL;
6985 t->specularpower = r_shadow_glossexponent.value;
6986 // TODO: store reference values for these in the texture?
6987 if (r_shadow_gloss.integer > 0)
6989 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6991 if (r_shadow_glossintensity.value > 0)
6993 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6994 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6995 specularscale = r_shadow_glossintensity.value;
6998 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7000 t->glosstexture = r_texture_white;
7001 t->backgroundglosstexture = r_texture_white;
7002 specularscale = r_shadow_gloss2intensity.value;
7003 t->specularpower = r_shadow_gloss2exponent.value;
7006 specularscale *= t->specularscalemod;
7007 t->specularpower *= t->specularpowermod;
7009 // lightmaps mode looks bad with dlights using actual texturing, so turn
7010 // off the colormap and glossmap, but leave the normalmap on as it still
7011 // accurately represents the shading involved
7012 if (gl_lightmaps.integer)
7014 t->basetexture = r_texture_grey128;
7015 t->pantstexture = r_texture_black;
7016 t->shirttexture = r_texture_black;
7017 if (gl_lightmaps.integer < 2)
7018 t->nmaptexture = r_texture_blanknormalmap;
7019 t->glosstexture = r_texture_black;
7020 t->glowtexture = NULL;
7021 t->fogtexture = NULL;
7022 t->reflectmasktexture = NULL;
7023 t->backgroundbasetexture = NULL;
7024 if (gl_lightmaps.integer < 2)
7025 t->backgroundnmaptexture = r_texture_blanknormalmap;
7026 t->backgroundglosstexture = r_texture_black;
7027 t->backgroundglowtexture = NULL;
7029 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7032 if (specularscale != 1.0f)
7034 for (q = 0; q < 3; q++)
7036 t->render_modellight_specular[q] *= specularscale;
7037 t->render_lightmap_specular[q] *= specularscale;
7038 t->render_rtlight_specular[q] *= specularscale;
7042 t->currentblendfunc[0] = GL_ONE;
7043 t->currentblendfunc[1] = GL_ZERO;
7044 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7046 t->currentblendfunc[0] = GL_SRC_ALPHA;
7047 t->currentblendfunc[1] = GL_ONE;
7049 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7051 t->currentblendfunc[0] = GL_SRC_ALPHA;
7052 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
7054 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7056 t->currentblendfunc[0] = t->customblendfunc[0];
7057 t->currentblendfunc[1] = t->customblendfunc[1];
7063 rsurfacestate_t rsurface;
7065 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7067 dp_model_t *model = ent->model;
7068 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7070 rsurface.entity = (entity_render_t *)ent;
7071 rsurface.skeleton = ent->skeleton;
7072 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7073 rsurface.ent_skinnum = ent->skinnum;
7074 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;
7075 rsurface.ent_flags = ent->flags;
7076 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7077 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7078 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7079 rsurface.matrix = ent->matrix;
7080 rsurface.inversematrix = ent->inversematrix;
7081 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7082 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7083 R_EntityMatrix(&rsurface.matrix);
7084 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7085 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7086 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7087 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7088 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7089 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7090 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7091 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7092 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7093 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7094 if (ent->model->brush.submodel && !prepass)
7096 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7097 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7099 // if the animcache code decided it should use the shader path, skip the deform step
7100 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7101 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7102 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7103 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7104 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7105 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7107 if (ent->animcache_vertex3f)
7109 r_refdef.stats[r_stat_batch_entitycache_count]++;
7110 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7111 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7112 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7113 rsurface.modelvertex3f = ent->animcache_vertex3f;
7114 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7115 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7116 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7117 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7118 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7119 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7120 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7121 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7122 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7123 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7124 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7126 else if (wanttangents)
7128 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7129 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7130 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7131 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7132 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7133 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7134 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7135 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7136 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7137 rsurface.modelvertex3f_vertexbuffer = NULL;
7138 rsurface.modelvertex3f_bufferoffset = 0;
7139 rsurface.modelvertex3f_vertexbuffer = 0;
7140 rsurface.modelvertex3f_bufferoffset = 0;
7141 rsurface.modelsvector3f_vertexbuffer = 0;
7142 rsurface.modelsvector3f_bufferoffset = 0;
7143 rsurface.modeltvector3f_vertexbuffer = 0;
7144 rsurface.modeltvector3f_bufferoffset = 0;
7145 rsurface.modelnormal3f_vertexbuffer = 0;
7146 rsurface.modelnormal3f_bufferoffset = 0;
7148 else if (wantnormals)
7150 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7151 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7152 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7153 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7154 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7155 rsurface.modelsvector3f = NULL;
7156 rsurface.modeltvector3f = NULL;
7157 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7158 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7159 rsurface.modelvertex3f_vertexbuffer = NULL;
7160 rsurface.modelvertex3f_bufferoffset = 0;
7161 rsurface.modelvertex3f_vertexbuffer = 0;
7162 rsurface.modelvertex3f_bufferoffset = 0;
7163 rsurface.modelsvector3f_vertexbuffer = 0;
7164 rsurface.modelsvector3f_bufferoffset = 0;
7165 rsurface.modeltvector3f_vertexbuffer = 0;
7166 rsurface.modeltvector3f_bufferoffset = 0;
7167 rsurface.modelnormal3f_vertexbuffer = 0;
7168 rsurface.modelnormal3f_bufferoffset = 0;
7172 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7173 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7174 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7175 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7176 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7177 rsurface.modelsvector3f = NULL;
7178 rsurface.modeltvector3f = NULL;
7179 rsurface.modelnormal3f = NULL;
7180 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7181 rsurface.modelvertex3f_vertexbuffer = NULL;
7182 rsurface.modelvertex3f_bufferoffset = 0;
7183 rsurface.modelvertex3f_vertexbuffer = 0;
7184 rsurface.modelvertex3f_bufferoffset = 0;
7185 rsurface.modelsvector3f_vertexbuffer = 0;
7186 rsurface.modelsvector3f_bufferoffset = 0;
7187 rsurface.modeltvector3f_vertexbuffer = 0;
7188 rsurface.modeltvector3f_bufferoffset = 0;
7189 rsurface.modelnormal3f_vertexbuffer = 0;
7190 rsurface.modelnormal3f_bufferoffset = 0;
7192 rsurface.modelgeneratedvertex = true;
7196 if (rsurface.entityskeletaltransform3x4)
7198 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7199 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7200 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7201 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7205 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7206 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7207 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7208 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7210 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7211 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7212 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7213 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7214 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7215 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7216 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7217 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7218 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7219 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7220 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7221 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7222 rsurface.modelgeneratedvertex = false;
7224 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7225 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7226 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7227 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7228 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7229 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7230 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7231 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7232 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7233 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7234 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7235 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7236 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7237 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7238 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7239 rsurface.modelelement3i = model->surfmesh.data_element3i;
7240 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7241 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7242 rsurface.modelelement3s = model->surfmesh.data_element3s;
7243 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7244 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7245 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7246 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7247 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7248 rsurface.modelsurfaces = model->data_surfaces;
7249 rsurface.batchgeneratedvertex = false;
7250 rsurface.batchfirstvertex = 0;
7251 rsurface.batchnumvertices = 0;
7252 rsurface.batchfirsttriangle = 0;
7253 rsurface.batchnumtriangles = 0;
7254 rsurface.batchvertex3f = NULL;
7255 rsurface.batchvertex3f_vertexbuffer = NULL;
7256 rsurface.batchvertex3f_bufferoffset = 0;
7257 rsurface.batchsvector3f = NULL;
7258 rsurface.batchsvector3f_vertexbuffer = NULL;
7259 rsurface.batchsvector3f_bufferoffset = 0;
7260 rsurface.batchtvector3f = NULL;
7261 rsurface.batchtvector3f_vertexbuffer = NULL;
7262 rsurface.batchtvector3f_bufferoffset = 0;
7263 rsurface.batchnormal3f = NULL;
7264 rsurface.batchnormal3f_vertexbuffer = NULL;
7265 rsurface.batchnormal3f_bufferoffset = 0;
7266 rsurface.batchlightmapcolor4f = NULL;
7267 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7268 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7269 rsurface.batchtexcoordtexture2f = NULL;
7270 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7271 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7272 rsurface.batchtexcoordlightmap2f = NULL;
7273 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7274 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7275 rsurface.batchskeletalindex4ub = NULL;
7276 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7277 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7278 rsurface.batchskeletalweight4ub = NULL;
7279 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7280 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7281 rsurface.batchelement3i = NULL;
7282 rsurface.batchelement3i_indexbuffer = NULL;
7283 rsurface.batchelement3i_bufferoffset = 0;
7284 rsurface.batchelement3s = NULL;
7285 rsurface.batchelement3s_indexbuffer = NULL;
7286 rsurface.batchelement3s_bufferoffset = 0;
7287 rsurface.forcecurrenttextureupdate = false;
7290 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)
7292 rsurface.entity = r_refdef.scene.worldentity;
7293 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7294 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7295 // A better approach could be making this copy only once per frame.
7296 static entity_render_t custom_entity;
7298 custom_entity = *rsurface.entity;
7299 for (q = 0; q < 3; ++q) {
7300 float colormod = q == 0 ? r : q == 1 ? g : b;
7301 custom_entity.render_fullbright[q] *= colormod;
7302 custom_entity.render_modellight_ambient[q] *= colormod;
7303 custom_entity.render_modellight_diffuse[q] *= colormod;
7304 custom_entity.render_lightmap_ambient[q] *= colormod;
7305 custom_entity.render_lightmap_diffuse[q] *= colormod;
7306 custom_entity.render_rtlight_diffuse[q] *= colormod;
7308 custom_entity.alpha *= a;
7309 rsurface.entity = &custom_entity;
7311 rsurface.skeleton = NULL;
7312 rsurface.ent_skinnum = 0;
7313 rsurface.ent_qwskin = -1;
7314 rsurface.ent_flags = entflags;
7315 rsurface.shadertime = r_refdef.scene.time - shadertime;
7316 rsurface.modelnumvertices = numvertices;
7317 rsurface.modelnumtriangles = numtriangles;
7318 rsurface.matrix = *matrix;
7319 rsurface.inversematrix = *inversematrix;
7320 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7321 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7322 R_EntityMatrix(&rsurface.matrix);
7323 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7324 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7325 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7326 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7327 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7328 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7329 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7330 rsurface.frameblend[0].lerp = 1;
7331 rsurface.ent_alttextures = false;
7332 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7333 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7334 rsurface.entityskeletaltransform3x4 = NULL;
7335 rsurface.entityskeletaltransform3x4buffer = NULL;
7336 rsurface.entityskeletaltransform3x4offset = 0;
7337 rsurface.entityskeletaltransform3x4size = 0;
7338 rsurface.entityskeletalnumtransforms = 0;
7339 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7340 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7341 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7342 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7345 rsurface.modelvertex3f = (float *)vertex3f;
7346 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7347 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7348 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7350 else if (wantnormals)
7352 rsurface.modelvertex3f = (float *)vertex3f;
7353 rsurface.modelsvector3f = NULL;
7354 rsurface.modeltvector3f = NULL;
7355 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7359 rsurface.modelvertex3f = (float *)vertex3f;
7360 rsurface.modelsvector3f = NULL;
7361 rsurface.modeltvector3f = NULL;
7362 rsurface.modelnormal3f = NULL;
7364 rsurface.modelvertex3f_vertexbuffer = 0;
7365 rsurface.modelvertex3f_bufferoffset = 0;
7366 rsurface.modelsvector3f_vertexbuffer = 0;
7367 rsurface.modelsvector3f_bufferoffset = 0;
7368 rsurface.modeltvector3f_vertexbuffer = 0;
7369 rsurface.modeltvector3f_bufferoffset = 0;
7370 rsurface.modelnormal3f_vertexbuffer = 0;
7371 rsurface.modelnormal3f_bufferoffset = 0;
7372 rsurface.modelgeneratedvertex = true;
7373 rsurface.modellightmapcolor4f = (float *)color4f;
7374 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7375 rsurface.modellightmapcolor4f_bufferoffset = 0;
7376 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7377 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7378 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7379 rsurface.modeltexcoordlightmap2f = NULL;
7380 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7381 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7382 rsurface.modelskeletalindex4ub = NULL;
7383 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7384 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7385 rsurface.modelskeletalweight4ub = NULL;
7386 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7387 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7388 rsurface.modelelement3i = (int *)element3i;
7389 rsurface.modelelement3i_indexbuffer = NULL;
7390 rsurface.modelelement3i_bufferoffset = 0;
7391 rsurface.modelelement3s = (unsigned short *)element3s;
7392 rsurface.modelelement3s_indexbuffer = NULL;
7393 rsurface.modelelement3s_bufferoffset = 0;
7394 rsurface.modellightmapoffsets = NULL;
7395 rsurface.modelsurfaces = NULL;
7396 rsurface.batchgeneratedvertex = false;
7397 rsurface.batchfirstvertex = 0;
7398 rsurface.batchnumvertices = 0;
7399 rsurface.batchfirsttriangle = 0;
7400 rsurface.batchnumtriangles = 0;
7401 rsurface.batchvertex3f = NULL;
7402 rsurface.batchvertex3f_vertexbuffer = NULL;
7403 rsurface.batchvertex3f_bufferoffset = 0;
7404 rsurface.batchsvector3f = NULL;
7405 rsurface.batchsvector3f_vertexbuffer = NULL;
7406 rsurface.batchsvector3f_bufferoffset = 0;
7407 rsurface.batchtvector3f = NULL;
7408 rsurface.batchtvector3f_vertexbuffer = NULL;
7409 rsurface.batchtvector3f_bufferoffset = 0;
7410 rsurface.batchnormal3f = NULL;
7411 rsurface.batchnormal3f_vertexbuffer = NULL;
7412 rsurface.batchnormal3f_bufferoffset = 0;
7413 rsurface.batchlightmapcolor4f = NULL;
7414 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7415 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7416 rsurface.batchtexcoordtexture2f = NULL;
7417 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7418 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7419 rsurface.batchtexcoordlightmap2f = NULL;
7420 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7421 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7422 rsurface.batchskeletalindex4ub = NULL;
7423 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7424 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7425 rsurface.batchskeletalweight4ub = NULL;
7426 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7427 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7428 rsurface.batchelement3i = NULL;
7429 rsurface.batchelement3i_indexbuffer = NULL;
7430 rsurface.batchelement3i_bufferoffset = 0;
7431 rsurface.batchelement3s = NULL;
7432 rsurface.batchelement3s_indexbuffer = NULL;
7433 rsurface.batchelement3s_bufferoffset = 0;
7434 rsurface.forcecurrenttextureupdate = true;
7436 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7438 if ((wantnormals || wanttangents) && !normal3f)
7440 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7441 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7443 if (wanttangents && !svector3f)
7445 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7446 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7447 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7452 float RSurf_FogPoint(const float *v)
7454 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7455 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7456 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7457 float FogHeightFade = r_refdef.fogheightfade;
7459 unsigned int fogmasktableindex;
7460 if (r_refdef.fogplaneviewabove)
7461 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7463 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7464 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7465 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7468 float RSurf_FogVertex(const float *v)
7470 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7471 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7472 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7473 float FogHeightFade = rsurface.fogheightfade;
7475 unsigned int fogmasktableindex;
7476 if (r_refdef.fogplaneviewabove)
7477 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7479 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7480 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7481 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7484 void RSurf_UploadBuffersForBatch(void)
7486 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7487 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7488 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7489 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7490 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7491 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7492 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7493 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7494 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7495 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7496 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7497 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7498 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7499 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7500 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7501 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7502 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7503 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7504 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7505 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7507 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7508 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7509 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7510 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7512 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7513 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7514 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7515 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7516 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7517 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7518 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7519 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7520 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7521 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7524 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7527 for (i = 0;i < numelements;i++)
7528 outelement3i[i] = inelement3i[i] + adjust;
7531 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7532 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7540 int surfacefirsttriangle;
7541 int surfacenumtriangles;
7542 int surfacefirstvertex;
7543 int surfaceendvertex;
7544 int surfacenumvertices;
7545 int batchnumsurfaces = texturenumsurfaces;
7546 int batchnumvertices;
7547 int batchnumtriangles;
7550 qboolean dynamicvertex;
7553 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7556 q3shaderinfo_deform_t *deform;
7557 const msurface_t *surface, *firstsurface;
7558 if (!texturenumsurfaces)
7560 // find vertex range of this surface batch
7562 firstsurface = texturesurfacelist[0];
7563 firsttriangle = firstsurface->num_firsttriangle;
7564 batchnumvertices = 0;
7565 batchnumtriangles = 0;
7566 firstvertex = endvertex = firstsurface->num_firstvertex;
7567 for (i = 0;i < texturenumsurfaces;i++)
7569 surface = texturesurfacelist[i];
7570 if (surface != firstsurface + i)
7572 surfacefirstvertex = surface->num_firstvertex;
7573 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7574 surfacenumvertices = surface->num_vertices;
7575 surfacenumtriangles = surface->num_triangles;
7576 if (firstvertex > surfacefirstvertex)
7577 firstvertex = surfacefirstvertex;
7578 if (endvertex < surfaceendvertex)
7579 endvertex = surfaceendvertex;
7580 batchnumvertices += surfacenumvertices;
7581 batchnumtriangles += surfacenumtriangles;
7584 r_refdef.stats[r_stat_batch_batches]++;
7586 r_refdef.stats[r_stat_batch_withgaps]++;
7587 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7588 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7589 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7591 // we now know the vertex range used, and if there are any gaps in it
7592 rsurface.batchfirstvertex = firstvertex;
7593 rsurface.batchnumvertices = endvertex - firstvertex;
7594 rsurface.batchfirsttriangle = firsttriangle;
7595 rsurface.batchnumtriangles = batchnumtriangles;
7597 // check if any dynamic vertex processing must occur
7598 dynamicvertex = false;
7600 // we must use vertexbuffers for rendering, we can upload vertex buffers
7601 // easily enough but if the basevertex is non-zero it becomes more
7602 // difficult, so force dynamicvertex path in that case - it's suboptimal
7603 // but the most optimal case is to have the geometry sources provide their
7605 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7606 dynamicvertex = true;
7608 // a cvar to force the dynamic vertex path to be taken, for debugging
7609 if (r_batch_debugdynamicvertexpath.integer)
7613 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7614 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7615 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7616 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7618 dynamicvertex = true;
7621 // if there is a chance of animated vertex colors, it's a dynamic batch
7622 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7626 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7627 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7628 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7629 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7631 dynamicvertex = true;
7634 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7636 switch (deform->deform)
7639 case Q3DEFORM_PROJECTIONSHADOW:
7640 case Q3DEFORM_TEXT0:
7641 case Q3DEFORM_TEXT1:
7642 case Q3DEFORM_TEXT2:
7643 case Q3DEFORM_TEXT3:
7644 case Q3DEFORM_TEXT4:
7645 case Q3DEFORM_TEXT5:
7646 case Q3DEFORM_TEXT6:
7647 case Q3DEFORM_TEXT7:
7650 case Q3DEFORM_AUTOSPRITE:
7653 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7654 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7655 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7656 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7658 dynamicvertex = true;
7659 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7661 case Q3DEFORM_AUTOSPRITE2:
7664 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7665 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7666 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7667 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7669 dynamicvertex = true;
7670 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7672 case Q3DEFORM_NORMAL:
7675 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7676 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7677 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7678 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7680 dynamicvertex = true;
7681 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7684 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7685 break; // if wavefunc is a nop, ignore this transform
7688 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7689 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7690 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7691 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7693 dynamicvertex = true;
7694 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7696 case Q3DEFORM_BULGE:
7699 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7700 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7701 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7702 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7704 dynamicvertex = true;
7705 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7708 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7709 break; // if wavefunc is a nop, ignore this transform
7712 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7713 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7714 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7715 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7717 dynamicvertex = true;
7718 batchneed |= BATCHNEED_ARRAY_VERTEX;
7722 if (rsurface.texture->materialshaderpass)
7724 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7727 case Q3TCGEN_TEXTURE:
7729 case Q3TCGEN_LIGHTMAP:
7732 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7733 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7734 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7735 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7737 dynamicvertex = true;
7738 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7740 case Q3TCGEN_VECTOR:
7743 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7744 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7745 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7746 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7748 dynamicvertex = true;
7749 batchneed |= BATCHNEED_ARRAY_VERTEX;
7751 case Q3TCGEN_ENVIRONMENT:
7754 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7755 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7756 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7757 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7759 dynamicvertex = true;
7760 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7763 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7767 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7768 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7769 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7770 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7772 dynamicvertex = true;
7773 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7777 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7778 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7779 // we ensure this by treating the vertex batch as dynamic...
7780 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7784 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7785 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7786 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7787 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7789 dynamicvertex = true;
7792 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7793 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7794 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7796 rsurface.batchvertex3f = rsurface.modelvertex3f;
7797 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7798 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7799 rsurface.batchsvector3f = rsurface.modelsvector3f;
7800 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7801 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7802 rsurface.batchtvector3f = rsurface.modeltvector3f;
7803 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7804 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7805 rsurface.batchnormal3f = rsurface.modelnormal3f;
7806 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7807 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7808 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7809 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7810 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7811 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7812 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7813 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7814 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7815 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7816 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7817 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7818 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7819 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7820 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7821 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7822 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7823 rsurface.batchelement3i = rsurface.modelelement3i;
7824 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7825 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7826 rsurface.batchelement3s = rsurface.modelelement3s;
7827 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7828 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7829 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7830 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7831 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7832 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7833 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7835 // if any dynamic vertex processing has to occur in software, we copy the
7836 // entire surface list together before processing to rebase the vertices
7837 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7839 // if any gaps exist and we do not have a static vertex buffer, we have to
7840 // copy the surface list together to avoid wasting upload bandwidth on the
7841 // vertices in the gaps.
7843 // if gaps exist and we have a static vertex buffer, we can choose whether
7844 // to combine the index buffer ranges into one dynamic index buffer or
7845 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7847 // in many cases the batch is reduced to one draw call.
7849 rsurface.batchmultidraw = false;
7850 rsurface.batchmultidrawnumsurfaces = 0;
7851 rsurface.batchmultidrawsurfacelist = NULL;
7855 // static vertex data, just set pointers...
7856 rsurface.batchgeneratedvertex = false;
7857 // if there are gaps, we want to build a combined index buffer,
7858 // otherwise use the original static buffer with an appropriate offset
7861 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7862 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7863 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7864 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7865 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7867 rsurface.batchmultidraw = true;
7868 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7869 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7872 // build a new triangle elements array for this batch
7873 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7874 rsurface.batchfirsttriangle = 0;
7876 for (i = 0;i < texturenumsurfaces;i++)
7878 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7879 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7880 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7881 numtriangles += surfacenumtriangles;
7883 rsurface.batchelement3i_indexbuffer = NULL;
7884 rsurface.batchelement3i_bufferoffset = 0;
7885 rsurface.batchelement3s = NULL;
7886 rsurface.batchelement3s_indexbuffer = NULL;
7887 rsurface.batchelement3s_bufferoffset = 0;
7888 if (endvertex <= 65536)
7890 // make a 16bit (unsigned short) index array if possible
7891 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7892 for (i = 0;i < numtriangles*3;i++)
7893 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7898 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7899 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7900 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7901 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7906 // something needs software processing, do it for real...
7907 // we only directly handle separate array data in this case and then
7908 // generate interleaved data if needed...
7909 rsurface.batchgeneratedvertex = true;
7910 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7911 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7912 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7913 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7915 // now copy the vertex data into a combined array and make an index array
7916 // (this is what Quake3 does all the time)
7917 // we also apply any skeletal animation here that would have been done in
7918 // the vertex shader, because most of the dynamic vertex animation cases
7919 // need actual vertex positions and normals
7920 //if (dynamicvertex)
7922 rsurface.batchvertex3f = NULL;
7923 rsurface.batchvertex3f_vertexbuffer = NULL;
7924 rsurface.batchvertex3f_bufferoffset = 0;
7925 rsurface.batchsvector3f = NULL;
7926 rsurface.batchsvector3f_vertexbuffer = NULL;
7927 rsurface.batchsvector3f_bufferoffset = 0;
7928 rsurface.batchtvector3f = NULL;
7929 rsurface.batchtvector3f_vertexbuffer = NULL;
7930 rsurface.batchtvector3f_bufferoffset = 0;
7931 rsurface.batchnormal3f = NULL;
7932 rsurface.batchnormal3f_vertexbuffer = NULL;
7933 rsurface.batchnormal3f_bufferoffset = 0;
7934 rsurface.batchlightmapcolor4f = NULL;
7935 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7936 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7937 rsurface.batchtexcoordtexture2f = NULL;
7938 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7939 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7940 rsurface.batchtexcoordlightmap2f = NULL;
7941 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7942 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7943 rsurface.batchskeletalindex4ub = NULL;
7944 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7945 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7946 rsurface.batchskeletalweight4ub = NULL;
7947 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7948 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7949 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7950 rsurface.batchelement3i_indexbuffer = NULL;
7951 rsurface.batchelement3i_bufferoffset = 0;
7952 rsurface.batchelement3s = NULL;
7953 rsurface.batchelement3s_indexbuffer = NULL;
7954 rsurface.batchelement3s_bufferoffset = 0;
7955 rsurface.batchskeletaltransform3x4buffer = NULL;
7956 rsurface.batchskeletaltransform3x4offset = 0;
7957 rsurface.batchskeletaltransform3x4size = 0;
7958 // we'll only be setting up certain arrays as needed
7959 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7960 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7961 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7962 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7963 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7965 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7966 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7968 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7969 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7970 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7971 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7972 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7973 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7974 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7976 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7977 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7981 for (i = 0;i < texturenumsurfaces;i++)
7983 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7984 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7985 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7986 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7987 // copy only the data requested
7988 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7990 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7992 if (rsurface.batchvertex3f)
7993 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7995 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7997 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7999 if (rsurface.modelnormal3f)
8000 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8002 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8004 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8006 if (rsurface.modelsvector3f)
8008 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8009 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8013 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8014 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8017 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8019 if (rsurface.modellightmapcolor4f)
8020 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8022 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8024 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8026 if (rsurface.modeltexcoordtexture2f)
8027 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8029 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8031 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8033 if (rsurface.modeltexcoordlightmap2f)
8034 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8036 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8038 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
8040 if (rsurface.modelskeletalindex4ub)
8042 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8043 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8047 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8048 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8049 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
8050 for (j = 0;j < surfacenumvertices;j++)
8055 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8056 numvertices += surfacenumvertices;
8057 numtriangles += surfacenumtriangles;
8060 // generate a 16bit index array as well if possible
8061 // (in general, dynamic batches fit)
8062 if (numvertices <= 65536)
8064 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8065 for (i = 0;i < numtriangles*3;i++)
8066 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8069 // since we've copied everything, the batch now starts at 0
8070 rsurface.batchfirstvertex = 0;
8071 rsurface.batchnumvertices = batchnumvertices;
8072 rsurface.batchfirsttriangle = 0;
8073 rsurface.batchnumtriangles = batchnumtriangles;
8076 // apply skeletal animation that would have been done in the vertex shader
8077 if (rsurface.batchskeletaltransform3x4)
8079 const unsigned char *si;
8080 const unsigned char *sw;
8082 const float *b = rsurface.batchskeletaltransform3x4;
8083 float *vp, *vs, *vt, *vn;
8085 float m[3][4], n[3][4];
8086 float tp[3], ts[3], tt[3], tn[3];
8087 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8088 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8089 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8090 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8091 si = rsurface.batchskeletalindex4ub;
8092 sw = rsurface.batchskeletalweight4ub;
8093 vp = rsurface.batchvertex3f;
8094 vs = rsurface.batchsvector3f;
8095 vt = rsurface.batchtvector3f;
8096 vn = rsurface.batchnormal3f;
8097 memset(m[0], 0, sizeof(m));
8098 memset(n[0], 0, sizeof(n));
8099 for (i = 0;i < batchnumvertices;i++)
8101 t[0] = b + si[0]*12;
8104 // common case - only one matrix
8118 else if (sw[2] + sw[3])
8121 t[1] = b + si[1]*12;
8122 t[2] = b + si[2]*12;
8123 t[3] = b + si[3]*12;
8124 w[0] = sw[0] * (1.0f / 255.0f);
8125 w[1] = sw[1] * (1.0f / 255.0f);
8126 w[2] = sw[2] * (1.0f / 255.0f);
8127 w[3] = sw[3] * (1.0f / 255.0f);
8128 // blend the matrices
8129 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8130 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8131 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8132 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8133 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8134 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8135 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8136 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8137 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8138 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8139 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8140 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8145 t[1] = b + si[1]*12;
8146 w[0] = sw[0] * (1.0f / 255.0f);
8147 w[1] = sw[1] * (1.0f / 255.0f);
8148 // blend the matrices
8149 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8150 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8151 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8152 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8153 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8154 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8155 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8156 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8157 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8158 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8159 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8160 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8164 // modify the vertex
8166 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8167 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8168 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8172 // the normal transformation matrix is a set of cross products...
8173 CrossProduct(m[1], m[2], n[0]);
8174 CrossProduct(m[2], m[0], n[1]);
8175 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8177 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8178 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8179 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8180 VectorNormalize(vn);
8185 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8186 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8187 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8188 VectorNormalize(vs);
8191 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8192 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8193 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8194 VectorNormalize(vt);
8199 rsurface.batchskeletaltransform3x4 = NULL;
8200 rsurface.batchskeletalnumtransforms = 0;
8203 // q1bsp surfaces rendered in vertex color mode have to have colors
8204 // calculated based on lightstyles
8205 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8207 // generate color arrays for the surfaces in this list
8212 const unsigned char *lm;
8213 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8214 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8215 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8217 for (i = 0;i < texturenumsurfaces;i++)
8219 surface = texturesurfacelist[i];
8220 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8221 surfacenumvertices = surface->num_vertices;
8222 if (surface->lightmapinfo->samples)
8224 for (j = 0;j < surfacenumvertices;j++)
8226 lm = surface->lightmapinfo->samples + offsets[j];
8227 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8228 VectorScale(lm, scale, c);
8229 if (surface->lightmapinfo->styles[1] != 255)
8231 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8233 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8234 VectorMA(c, scale, lm, c);
8235 if (surface->lightmapinfo->styles[2] != 255)
8238 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8239 VectorMA(c, scale, lm, c);
8240 if (surface->lightmapinfo->styles[3] != 255)
8243 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8244 VectorMA(c, scale, lm, c);
8251 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);
8257 for (j = 0;j < surfacenumvertices;j++)
8259 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8266 // if vertices are deformed (sprite flares and things in maps, possibly
8267 // water waves, bulges and other deformations), modify the copied vertices
8269 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8272 switch (deform->deform)
8275 case Q3DEFORM_PROJECTIONSHADOW:
8276 case Q3DEFORM_TEXT0:
8277 case Q3DEFORM_TEXT1:
8278 case Q3DEFORM_TEXT2:
8279 case Q3DEFORM_TEXT3:
8280 case Q3DEFORM_TEXT4:
8281 case Q3DEFORM_TEXT5:
8282 case Q3DEFORM_TEXT6:
8283 case Q3DEFORM_TEXT7:
8286 case Q3DEFORM_AUTOSPRITE:
8287 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8288 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8289 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8290 VectorNormalize(newforward);
8291 VectorNormalize(newright);
8292 VectorNormalize(newup);
8293 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8294 // rsurface.batchvertex3f_vertexbuffer = NULL;
8295 // rsurface.batchvertex3f_bufferoffset = 0;
8296 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8297 // rsurface.batchsvector3f_vertexbuffer = NULL;
8298 // rsurface.batchsvector3f_bufferoffset = 0;
8299 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8300 // rsurface.batchtvector3f_vertexbuffer = NULL;
8301 // rsurface.batchtvector3f_bufferoffset = 0;
8302 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8303 // rsurface.batchnormal3f_vertexbuffer = NULL;
8304 // rsurface.batchnormal3f_bufferoffset = 0;
8305 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8306 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8307 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8308 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8309 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8310 // a single autosprite surface can contain multiple sprites...
8311 for (j = 0;j < batchnumvertices - 3;j += 4)
8313 VectorClear(center);
8314 for (i = 0;i < 4;i++)
8315 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8316 VectorScale(center, 0.25f, center);
8317 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8318 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8319 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8320 for (i = 0;i < 4;i++)
8322 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8323 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8326 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8327 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8328 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);
8330 case Q3DEFORM_AUTOSPRITE2:
8331 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8332 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8333 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8334 VectorNormalize(newforward);
8335 VectorNormalize(newright);
8336 VectorNormalize(newup);
8337 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8338 // rsurface.batchvertex3f_vertexbuffer = NULL;
8339 // rsurface.batchvertex3f_bufferoffset = 0;
8341 const float *v1, *v2;
8351 memset(shortest, 0, sizeof(shortest));
8352 // a single autosprite surface can contain multiple sprites...
8353 for (j = 0;j < batchnumvertices - 3;j += 4)
8355 VectorClear(center);
8356 for (i = 0;i < 4;i++)
8357 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8358 VectorScale(center, 0.25f, center);
8359 // find the two shortest edges, then use them to define the
8360 // axis vectors for rotating around the central axis
8361 for (i = 0;i < 6;i++)
8363 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8364 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8365 l = VectorDistance2(v1, v2);
8366 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8368 l += (1.0f / 1024.0f);
8369 if (shortest[0].length2 > l || i == 0)
8371 shortest[1] = shortest[0];
8372 shortest[0].length2 = l;
8373 shortest[0].v1 = v1;
8374 shortest[0].v2 = v2;
8376 else if (shortest[1].length2 > l || i == 1)
8378 shortest[1].length2 = l;
8379 shortest[1].v1 = v1;
8380 shortest[1].v2 = v2;
8383 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8384 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8385 // this calculates the right vector from the shortest edge
8386 // and the up vector from the edge midpoints
8387 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8388 VectorNormalize(right);
8389 VectorSubtract(end, start, up);
8390 VectorNormalize(up);
8391 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8392 VectorSubtract(rsurface.localvieworigin, center, forward);
8393 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8394 VectorNegate(forward, forward);
8395 VectorReflect(forward, 0, up, forward);
8396 VectorNormalize(forward);
8397 CrossProduct(up, forward, newright);
8398 VectorNormalize(newright);
8399 // rotate the quad around the up axis vector, this is made
8400 // especially easy by the fact we know the quad is flat,
8401 // so we only have to subtract the center position and
8402 // measure distance along the right vector, and then
8403 // multiply that by the newright vector and add back the
8405 // we also need to subtract the old position to undo the
8406 // displacement from the center, which we do with a
8407 // DotProduct, the subtraction/addition of center is also
8408 // optimized into DotProducts here
8409 l = DotProduct(right, center);
8410 for (i = 0;i < 4;i++)
8412 v1 = rsurface.batchvertex3f + 3*(j+i);
8413 f = DotProduct(right, v1) - l;
8414 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8418 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8420 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8421 // rsurface.batchnormal3f_vertexbuffer = NULL;
8422 // rsurface.batchnormal3f_bufferoffset = 0;
8423 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8425 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8427 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8428 // rsurface.batchsvector3f_vertexbuffer = NULL;
8429 // rsurface.batchsvector3f_bufferoffset = 0;
8430 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8431 // rsurface.batchtvector3f_vertexbuffer = NULL;
8432 // rsurface.batchtvector3f_bufferoffset = 0;
8433 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);
8436 case Q3DEFORM_NORMAL:
8437 // deform the normals to make reflections wavey
8438 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8439 rsurface.batchnormal3f_vertexbuffer = NULL;
8440 rsurface.batchnormal3f_bufferoffset = 0;
8441 for (j = 0;j < batchnumvertices;j++)
8444 float *normal = rsurface.batchnormal3f + 3*j;
8445 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8446 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8447 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8448 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8449 VectorNormalize(normal);
8451 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8453 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8454 // rsurface.batchsvector3f_vertexbuffer = NULL;
8455 // rsurface.batchsvector3f_bufferoffset = 0;
8456 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8457 // rsurface.batchtvector3f_vertexbuffer = NULL;
8458 // rsurface.batchtvector3f_bufferoffset = 0;
8459 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);
8463 // deform vertex array to make wavey water and flags and such
8464 waveparms[0] = deform->waveparms[0];
8465 waveparms[1] = deform->waveparms[1];
8466 waveparms[2] = deform->waveparms[2];
8467 waveparms[3] = deform->waveparms[3];
8468 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8469 break; // if wavefunc is a nop, don't make a dynamic vertex array
8470 // this is how a divisor of vertex influence on deformation
8471 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8472 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8473 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8474 // rsurface.batchvertex3f_vertexbuffer = NULL;
8475 // rsurface.batchvertex3f_bufferoffset = 0;
8476 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8477 // rsurface.batchnormal3f_vertexbuffer = NULL;
8478 // rsurface.batchnormal3f_bufferoffset = 0;
8479 for (j = 0;j < batchnumvertices;j++)
8481 // if the wavefunc depends on time, evaluate it per-vertex
8484 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8485 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8487 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8489 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8490 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8491 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8493 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8494 // rsurface.batchsvector3f_vertexbuffer = NULL;
8495 // rsurface.batchsvector3f_bufferoffset = 0;
8496 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8497 // rsurface.batchtvector3f_vertexbuffer = NULL;
8498 // rsurface.batchtvector3f_bufferoffset = 0;
8499 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);
8502 case Q3DEFORM_BULGE:
8503 // deform vertex array to make the surface have moving bulges
8504 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8505 // rsurface.batchvertex3f_vertexbuffer = NULL;
8506 // rsurface.batchvertex3f_bufferoffset = 0;
8507 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8508 // rsurface.batchnormal3f_vertexbuffer = NULL;
8509 // rsurface.batchnormal3f_bufferoffset = 0;
8510 for (j = 0;j < batchnumvertices;j++)
8512 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8513 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8515 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8516 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8517 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8519 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8520 // rsurface.batchsvector3f_vertexbuffer = NULL;
8521 // rsurface.batchsvector3f_bufferoffset = 0;
8522 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8523 // rsurface.batchtvector3f_vertexbuffer = NULL;
8524 // rsurface.batchtvector3f_bufferoffset = 0;
8525 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);
8529 // deform vertex array
8530 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8531 break; // if wavefunc is a nop, don't make a dynamic vertex array
8532 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8533 VectorScale(deform->parms, scale, waveparms);
8534 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8535 // rsurface.batchvertex3f_vertexbuffer = NULL;
8536 // rsurface.batchvertex3f_bufferoffset = 0;
8537 for (j = 0;j < batchnumvertices;j++)
8538 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8543 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8545 // generate texcoords based on the chosen texcoord source
8546 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8549 case Q3TCGEN_TEXTURE:
8551 case Q3TCGEN_LIGHTMAP:
8552 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8553 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8554 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8555 if (rsurface.batchtexcoordlightmap2f)
8556 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8558 case Q3TCGEN_VECTOR:
8559 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8560 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8561 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8562 for (j = 0;j < batchnumvertices;j++)
8564 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8565 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8568 case Q3TCGEN_ENVIRONMENT:
8569 // make environment reflections using a spheremap
8570 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8571 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8572 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8573 for (j = 0;j < batchnumvertices;j++)
8575 // identical to Q3A's method, but executed in worldspace so
8576 // carried models can be shiny too
8578 float viewer[3], d, reflected[3], worldreflected[3];
8580 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8581 // VectorNormalize(viewer);
8583 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8585 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8586 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8587 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8588 // note: this is proportinal to viewer, so we can normalize later
8590 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8591 VectorNormalize(worldreflected);
8593 // note: this sphere map only uses world x and z!
8594 // so positive and negative y will LOOK THE SAME.
8595 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8596 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8600 // the only tcmod that needs software vertex processing is turbulent, so
8601 // check for it here and apply the changes if needed
8602 // and we only support that as the first one
8603 // (handling a mixture of turbulent and other tcmods would be problematic
8604 // without punting it entirely to a software path)
8605 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8607 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8608 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8609 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8610 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8611 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8612 for (j = 0;j < batchnumvertices;j++)
8614 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);
8615 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8621 void RSurf_DrawBatch(void)
8623 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8624 // through the pipeline, killing it earlier in the pipeline would have
8625 // per-surface overhead rather than per-batch overhead, so it's best to
8626 // reject it here, before it hits glDraw.
8627 if (rsurface.batchnumtriangles == 0)
8630 // batch debugging code
8631 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8637 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8638 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8641 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8643 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8645 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8646 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);
8653 if (rsurface.batchmultidraw)
8655 // issue multiple draws rather than copying index data
8656 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8657 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8658 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8659 for (i = 0;i < numsurfaces;)
8661 // combine consecutive surfaces as one draw
8662 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8663 if (surfacelist[j] != surfacelist[k] + 1)
8665 firstvertex = surfacelist[i]->num_firstvertex;
8666 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8667 firsttriangle = surfacelist[i]->num_firsttriangle;
8668 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8669 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8675 // there is only one consecutive run of index data (may have been combined)
8676 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);
8680 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8682 // pick the closest matching water plane
8683 int planeindex, vertexindex, bestplaneindex = -1;
8687 r_waterstate_waterplane_t *p;
8688 qboolean prepared = false;
8690 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8692 if(p->camera_entity != rsurface.texture->camera_entity)
8697 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8699 if(rsurface.batchnumvertices == 0)
8702 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8704 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8705 d += fabs(PlaneDiff(vert, &p->plane));
8707 if (bestd > d || bestplaneindex < 0)
8710 bestplaneindex = planeindex;
8713 return bestplaneindex;
8714 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8715 // this situation though, as it might be better to render single larger
8716 // batches with useless stuff (backface culled for example) than to
8717 // render multiple smaller batches
8720 void RSurf_SetupDepthAndCulling(void)
8722 // submodels are biased to avoid z-fighting with world surfaces that they
8723 // may be exactly overlapping (avoids z-fighting artifacts on certain
8724 // doors and things in Quake maps)
8725 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8726 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8727 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8728 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8731 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8735 float p[3], mins[3], maxs[3];
8737 // transparent sky would be ridiculous
8738 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8740 R_SetupShader_Generic_NoTexture(false, false);
8741 skyrenderlater = true;
8742 RSurf_SetupDepthAndCulling();
8745 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8746 if (r_sky_scissor.integer)
8748 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8749 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8751 Matrix4x4_Transform(&rsurface.matrix, v, p);
8754 if (mins[0] > p[0]) mins[0] = p[0];
8755 if (mins[1] > p[1]) mins[1] = p[1];
8756 if (mins[2] > p[2]) mins[2] = p[2];
8757 if (maxs[0] < p[0]) maxs[0] = p[0];
8758 if (maxs[1] < p[1]) maxs[1] = p[1];
8759 if (maxs[2] < p[2]) maxs[2] = p[2];
8763 VectorCopy(p, mins);
8764 VectorCopy(p, maxs);
8767 if (!R_ScissorForBBox(mins, maxs, scissor))
8771 if (skyscissor[0] > scissor[0])
8773 skyscissor[2] += skyscissor[0] - scissor[0];
8774 skyscissor[0] = scissor[0];
8776 if (skyscissor[1] > scissor[1])
8778 skyscissor[3] += skyscissor[1] - scissor[1];
8779 skyscissor[1] = scissor[1];
8781 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8782 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8783 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8784 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8787 Vector4Copy(scissor, skyscissor);
8791 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8792 // skymasking on them, and Quake3 never did sky masking (unlike
8793 // software Quake and software Quake2), so disable the sky masking
8794 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8795 // and skymasking also looks very bad when noclipping outside the
8796 // level, so don't use it then either.
8797 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8799 R_Mesh_ResetTextureState();
8800 if (skyrendermasked)
8802 R_SetupShader_DepthOrShadow(false, false, false);
8803 // depth-only (masking)
8804 GL_ColorMask(0, 0, 0, 0);
8805 // just to make sure that braindead drivers don't draw
8806 // anything despite that colormask...
8807 GL_BlendFunc(GL_ZERO, GL_ONE);
8808 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8809 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8813 R_SetupShader_Generic_NoTexture(false, false);
8815 GL_BlendFunc(GL_ONE, GL_ZERO);
8816 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8817 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8818 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8821 if (skyrendermasked)
8822 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8824 R_Mesh_ResetTextureState();
8825 GL_Color(1, 1, 1, 1);
8828 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8829 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8830 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8832 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8836 // render screenspace normalmap to texture
8838 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8843 // bind lightmap texture
8845 // water/refraction/reflection/camera surfaces have to be handled specially
8846 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8848 int start, end, startplaneindex;
8849 for (start = 0;start < texturenumsurfaces;start = end)
8851 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8852 if(startplaneindex < 0)
8854 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8855 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8859 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8861 // now that we have a batch using the same planeindex, render it
8862 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8864 // render water or distortion background
8866 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8868 // blend surface on top
8869 GL_DepthMask(false);
8870 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8873 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8875 // render surface with reflection texture as input
8876 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8877 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8884 // render surface batch normally
8885 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8886 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8890 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8894 int texturesurfaceindex;
8896 const msurface_t *surface;
8897 float surfacecolor4f[4];
8899 // R_Mesh_ResetTextureState();
8900 R_SetupShader_Generic_NoTexture(false, false);
8902 GL_BlendFunc(GL_ONE, GL_ZERO);
8903 GL_DepthMask(writedepth);
8905 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8907 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8909 surface = texturesurfacelist[texturesurfaceindex];
8910 k = (int)(((size_t)surface) / sizeof(msurface_t));
8911 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8912 for (j = 0;j < surface->num_vertices;j++)
8914 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8918 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8922 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8925 RSurf_SetupDepthAndCulling();
8926 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8928 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8931 switch (vid.renderpath)
8933 case RENDERPATH_GL32:
8934 case RENDERPATH_GLES2:
8935 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8941 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8944 int texturenumsurfaces, endsurface;
8946 const msurface_t *surface;
8947 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8949 RSurf_ActiveModelEntity(ent, true, true, false);
8951 if (r_transparentdepthmasking.integer)
8953 qboolean setup = false;
8954 for (i = 0;i < numsurfaces;i = j)
8957 surface = rsurface.modelsurfaces + surfacelist[i];
8958 texture = surface->texture;
8959 rsurface.texture = R_GetCurrentTexture(texture);
8960 rsurface.lightmaptexture = NULL;
8961 rsurface.deluxemaptexture = NULL;
8962 rsurface.uselightmaptexture = false;
8963 // scan ahead until we find a different texture
8964 endsurface = min(i + 1024, numsurfaces);
8965 texturenumsurfaces = 0;
8966 texturesurfacelist[texturenumsurfaces++] = surface;
8967 for (;j < endsurface;j++)
8969 surface = rsurface.modelsurfaces + surfacelist[j];
8970 if (texture != surface->texture)
8972 texturesurfacelist[texturenumsurfaces++] = surface;
8974 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8976 // render the range of surfaces as depth
8980 GL_ColorMask(0,0,0,0);
8983 GL_BlendFunc(GL_ONE, GL_ZERO);
8985 // R_Mesh_ResetTextureState();
8987 RSurf_SetupDepthAndCulling();
8988 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8989 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8990 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8994 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8997 for (i = 0;i < numsurfaces;i = j)
9000 surface = rsurface.modelsurfaces + surfacelist[i];
9001 texture = surface->texture;
9002 rsurface.texture = R_GetCurrentTexture(texture);
9003 // scan ahead until we find a different texture
9004 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
9005 texturenumsurfaces = 0;
9006 texturesurfacelist[texturenumsurfaces++] = surface;
9007 rsurface.lightmaptexture = surface->lightmaptexture;
9008 rsurface.deluxemaptexture = surface->deluxemaptexture;
9009 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
9010 for (;j < endsurface;j++)
9012 surface = rsurface.modelsurfaces + surfacelist[j];
9013 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
9015 texturesurfacelist[texturenumsurfaces++] = surface;
9017 // render the range of surfaces
9018 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
9020 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9023 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9025 // transparent surfaces get pushed off into the transparent queue
9026 int surfacelistindex;
9027 const msurface_t *surface;
9028 vec3_t tempcenter, center;
9029 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9031 surface = texturesurfacelist[surfacelistindex];
9032 if (r_transparent_sortsurfacesbynearest.integer)
9034 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9035 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9036 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9040 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9041 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9042 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9044 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9045 if (rsurface.entity->transparent_offset) // transparent offset
9047 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9048 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9049 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9051 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
9055 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9057 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9059 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9061 RSurf_SetupDepthAndCulling();
9062 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9063 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9064 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9068 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9072 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9074 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9077 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9079 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9080 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9082 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9084 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9085 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9086 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9088 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9090 // in the deferred case, transparent surfaces were queued during prepass
9091 if (!r_shadow_usingdeferredprepass)
9092 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9096 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9097 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9102 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9106 R_FrameData_SetMark();
9107 // break the surface list down into batches by texture and use of lightmapping
9108 for (i = 0;i < numsurfaces;i = j)
9111 // texture is the base texture pointer, rsurface.texture is the
9112 // current frame/skin the texture is directing us to use (for example
9113 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9114 // use skin 1 instead)
9115 texture = surfacelist[i]->texture;
9116 rsurface.texture = R_GetCurrentTexture(texture);
9117 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9119 // if this texture is not the kind we want, skip ahead to the next one
9120 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9124 if(depthonly || prepass)
9126 rsurface.lightmaptexture = NULL;
9127 rsurface.deluxemaptexture = NULL;
9128 rsurface.uselightmaptexture = false;
9129 // simply scan ahead until we find a different texture or lightmap state
9130 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9135 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9136 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9137 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9138 // simply scan ahead until we find a different texture or lightmap state
9139 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9142 // render the range of surfaces
9143 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9145 R_FrameData_ReturnToMark();
9148 float locboxvertex3f[6*4*3] =
9150 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9151 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9152 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9153 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9154 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9155 1,0,0, 0,0,0, 0,1,0, 1,1,0
9158 unsigned short locboxelements[6*2*3] =
9168 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9171 cl_locnode_t *loc = (cl_locnode_t *)ent;
9173 float vertex3f[6*4*3];
9175 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9176 GL_DepthMask(false);
9177 GL_DepthRange(0, 1);
9178 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9180 GL_CullFace(GL_NONE);
9181 R_EntityMatrix(&identitymatrix);
9183 // R_Mesh_ResetTextureState();
9186 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9187 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9188 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9189 surfacelist[0] < 0 ? 0.5f : 0.125f);
9191 if (VectorCompare(loc->mins, loc->maxs))
9193 VectorSet(size, 2, 2, 2);
9194 VectorMA(loc->mins, -0.5f, size, mins);
9198 VectorCopy(loc->mins, mins);
9199 VectorSubtract(loc->maxs, loc->mins, size);
9202 for (i = 0;i < 6*4*3;)
9203 for (j = 0;j < 3;j++, i++)
9204 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9206 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9207 R_SetupShader_Generic_NoTexture(false, false);
9208 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9211 void R_DrawLocs(void)
9214 cl_locnode_t *loc, *nearestloc;
9216 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9217 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9219 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9220 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9224 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9226 if (decalsystem->decals)
9227 Mem_Free(decalsystem->decals);
9228 memset(decalsystem, 0, sizeof(*decalsystem));
9231 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9237 // expand or initialize the system
9238 if (decalsystem->maxdecals <= decalsystem->numdecals)
9240 decalsystem_t old = *decalsystem;
9241 qboolean useshortelements;
9242 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9243 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9244 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)));
9245 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9246 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9247 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9248 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9249 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9250 if (decalsystem->numdecals)
9251 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9253 Mem_Free(old.decals);
9254 for (i = 0;i < decalsystem->maxdecals*3;i++)
9255 decalsystem->element3i[i] = i;
9256 if (useshortelements)
9257 for (i = 0;i < decalsystem->maxdecals*3;i++)
9258 decalsystem->element3s[i] = i;
9261 // grab a decal and search for another free slot for the next one
9262 decals = decalsystem->decals;
9263 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9264 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9266 decalsystem->freedecal = i;
9267 if (decalsystem->numdecals <= i)
9268 decalsystem->numdecals = i + 1;
9270 // initialize the decal
9272 decal->triangleindex = triangleindex;
9273 decal->surfaceindex = surfaceindex;
9274 decal->decalsequence = decalsequence;
9275 decal->color4f[0][0] = c0[0];
9276 decal->color4f[0][1] = c0[1];
9277 decal->color4f[0][2] = c0[2];
9278 decal->color4f[0][3] = 1;
9279 decal->color4f[1][0] = c1[0];
9280 decal->color4f[1][1] = c1[1];
9281 decal->color4f[1][2] = c1[2];
9282 decal->color4f[1][3] = 1;
9283 decal->color4f[2][0] = c2[0];
9284 decal->color4f[2][1] = c2[1];
9285 decal->color4f[2][2] = c2[2];
9286 decal->color4f[2][3] = 1;
9287 decal->vertex3f[0][0] = v0[0];
9288 decal->vertex3f[0][1] = v0[1];
9289 decal->vertex3f[0][2] = v0[2];
9290 decal->vertex3f[1][0] = v1[0];
9291 decal->vertex3f[1][1] = v1[1];
9292 decal->vertex3f[1][2] = v1[2];
9293 decal->vertex3f[2][0] = v2[0];
9294 decal->vertex3f[2][1] = v2[1];
9295 decal->vertex3f[2][2] = v2[2];
9296 decal->texcoord2f[0][0] = t0[0];
9297 decal->texcoord2f[0][1] = t0[1];
9298 decal->texcoord2f[1][0] = t1[0];
9299 decal->texcoord2f[1][1] = t1[1];
9300 decal->texcoord2f[2][0] = t2[0];
9301 decal->texcoord2f[2][1] = t2[1];
9302 TriangleNormal(v0, v1, v2, decal->plane);
9303 VectorNormalize(decal->plane);
9304 decal->plane[3] = DotProduct(v0, decal->plane);
9307 extern cvar_t cl_decals_bias;
9308 extern cvar_t cl_decals_models;
9309 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9310 // baseparms, parms, temps
9311 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9316 const float *vertex3f;
9317 const float *normal3f;
9319 float points[2][9][3];
9326 e = rsurface.modelelement3i + 3*triangleindex;
9328 vertex3f = rsurface.modelvertex3f;
9329 normal3f = rsurface.modelnormal3f;
9333 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9335 index = 3*e[cornerindex];
9336 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9341 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9343 index = 3*e[cornerindex];
9344 VectorCopy(vertex3f + index, v[cornerindex]);
9349 //TriangleNormal(v[0], v[1], v[2], normal);
9350 //if (DotProduct(normal, localnormal) < 0.0f)
9352 // clip by each of the box planes formed from the projection matrix
9353 // if anything survives, we emit the decal
9354 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]);
9357 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]);
9360 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]);
9363 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]);
9366 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]);
9369 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]);
9372 // some part of the triangle survived, so we have to accept it...
9375 // dynamic always uses the original triangle
9377 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9379 index = 3*e[cornerindex];
9380 VectorCopy(vertex3f + index, v[cornerindex]);
9383 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9385 // convert vertex positions to texcoords
9386 Matrix4x4_Transform(projection, v[cornerindex], temp);
9387 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9388 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9389 // calculate distance fade from the projection origin
9390 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9391 f = bound(0.0f, f, 1.0f);
9392 c[cornerindex][0] = r * f;
9393 c[cornerindex][1] = g * f;
9394 c[cornerindex][2] = b * f;
9395 c[cornerindex][3] = 1.0f;
9396 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9399 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);
9401 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9402 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);
9404 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9406 matrix4x4_t projection;
9407 decalsystem_t *decalsystem;
9410 const msurface_t *surface;
9411 const msurface_t *surfaces;
9412 const int *surfacelist;
9413 const texture_t *texture;
9416 int surfacelistindex;
9419 float localorigin[3];
9420 float localnormal[3];
9428 int bih_triangles_count;
9429 int bih_triangles[256];
9430 int bih_surfaces[256];
9432 decalsystem = &ent->decalsystem;
9434 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9436 R_DecalSystem_Reset(&ent->decalsystem);
9440 if (!model->brush.data_leafs && !cl_decals_models.integer)
9442 if (decalsystem->model)
9443 R_DecalSystem_Reset(decalsystem);
9447 if (decalsystem->model != model)
9448 R_DecalSystem_Reset(decalsystem);
9449 decalsystem->model = model;
9451 RSurf_ActiveModelEntity(ent, true, false, false);
9453 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9454 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9455 VectorNormalize(localnormal);
9456 localsize = worldsize*rsurface.inversematrixscale;
9457 localmins[0] = localorigin[0] - localsize;
9458 localmins[1] = localorigin[1] - localsize;
9459 localmins[2] = localorigin[2] - localsize;
9460 localmaxs[0] = localorigin[0] + localsize;
9461 localmaxs[1] = localorigin[1] + localsize;
9462 localmaxs[2] = localorigin[2] + localsize;
9464 //VectorCopy(localnormal, planes[4]);
9465 //VectorVectors(planes[4], planes[2], planes[0]);
9466 AnglesFromVectors(angles, localnormal, NULL, false);
9467 AngleVectors(angles, planes[0], planes[2], planes[4]);
9468 VectorNegate(planes[0], planes[1]);
9469 VectorNegate(planes[2], planes[3]);
9470 VectorNegate(planes[4], planes[5]);
9471 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9472 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9473 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9474 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9475 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9476 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9481 matrix4x4_t forwardprojection;
9482 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9483 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9488 float projectionvector[4][3];
9489 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9490 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9491 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9492 projectionvector[0][0] = planes[0][0] * ilocalsize;
9493 projectionvector[0][1] = planes[1][0] * ilocalsize;
9494 projectionvector[0][2] = planes[2][0] * ilocalsize;
9495 projectionvector[1][0] = planes[0][1] * ilocalsize;
9496 projectionvector[1][1] = planes[1][1] * ilocalsize;
9497 projectionvector[1][2] = planes[2][1] * ilocalsize;
9498 projectionvector[2][0] = planes[0][2] * ilocalsize;
9499 projectionvector[2][1] = planes[1][2] * ilocalsize;
9500 projectionvector[2][2] = planes[2][2] * ilocalsize;
9501 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9502 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9503 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9504 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9508 dynamic = model->surfmesh.isanimated;
9509 numsurfacelist = model->nummodelsurfaces;
9510 surfacelist = model->sortedmodelsurfaces;
9511 surfaces = model->data_surfaces;
9514 bih_triangles_count = -1;
9517 if(model->render_bih.numleafs)
9518 bih = &model->render_bih;
9519 else if(model->collision_bih.numleafs)
9520 bih = &model->collision_bih;
9523 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9524 if(bih_triangles_count == 0)
9526 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9528 if(bih_triangles_count > 0)
9530 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9532 surfaceindex = bih_surfaces[triangleindex];
9533 surface = surfaces + surfaceindex;
9534 texture = surface->texture;
9535 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9537 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9539 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9544 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9546 surfaceindex = surfacelist[surfacelistindex];
9547 surface = surfaces + surfaceindex;
9548 // check cull box first because it rejects more than any other check
9549 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9551 // skip transparent surfaces
9552 texture = surface->texture;
9553 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9555 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9557 numtriangles = surface->num_triangles;
9558 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9559 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9564 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9565 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9567 int renderentityindex;
9570 entity_render_t *ent;
9572 worldmins[0] = worldorigin[0] - worldsize;
9573 worldmins[1] = worldorigin[1] - worldsize;
9574 worldmins[2] = worldorigin[2] - worldsize;
9575 worldmaxs[0] = worldorigin[0] + worldsize;
9576 worldmaxs[1] = worldorigin[1] + worldsize;
9577 worldmaxs[2] = worldorigin[2] + worldsize;
9579 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9581 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9583 ent = r_refdef.scene.entities[renderentityindex];
9584 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9587 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9591 typedef struct r_decalsystem_splatqueue_s
9598 unsigned int decalsequence;
9600 r_decalsystem_splatqueue_t;
9602 int r_decalsystem_numqueued = 0;
9603 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9605 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)
9607 r_decalsystem_splatqueue_t *queue;
9609 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9612 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9613 VectorCopy(worldorigin, queue->worldorigin);
9614 VectorCopy(worldnormal, queue->worldnormal);
9615 Vector4Set(queue->color, r, g, b, a);
9616 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9617 queue->worldsize = worldsize;
9618 queue->decalsequence = cl.decalsequence++;
9621 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9624 r_decalsystem_splatqueue_t *queue;
9626 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9627 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);
9628 r_decalsystem_numqueued = 0;
9631 extern cvar_t cl_decals_max;
9632 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9635 decalsystem_t *decalsystem = &ent->decalsystem;
9637 unsigned int killsequence;
9642 if (!decalsystem->numdecals)
9645 if (r_showsurfaces.integer)
9648 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9650 R_DecalSystem_Reset(decalsystem);
9654 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9655 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9657 if (decalsystem->lastupdatetime)
9658 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9661 decalsystem->lastupdatetime = r_refdef.scene.time;
9662 numdecals = decalsystem->numdecals;
9664 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9666 if (decal->color4f[0][3])
9668 decal->lived += frametime;
9669 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9671 memset(decal, 0, sizeof(*decal));
9672 if (decalsystem->freedecal > i)
9673 decalsystem->freedecal = i;
9677 decal = decalsystem->decals;
9678 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9681 // collapse the array by shuffling the tail decals into the gaps
9684 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9685 decalsystem->freedecal++;
9686 if (decalsystem->freedecal == numdecals)
9688 decal[decalsystem->freedecal] = decal[--numdecals];
9691 decalsystem->numdecals = numdecals;
9695 // if there are no decals left, reset decalsystem
9696 R_DecalSystem_Reset(decalsystem);
9700 extern skinframe_t *decalskinframe;
9701 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9704 decalsystem_t *decalsystem = &ent->decalsystem;
9713 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9716 numdecals = decalsystem->numdecals;
9720 if (r_showsurfaces.integer)
9723 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9725 R_DecalSystem_Reset(decalsystem);
9729 // if the model is static it doesn't matter what value we give for
9730 // wantnormals and wanttangents, so this logic uses only rules applicable
9731 // to a model, knowing that they are meaningless otherwise
9732 RSurf_ActiveModelEntity(ent, false, false, false);
9734 decalsystem->lastupdatetime = r_refdef.scene.time;
9736 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9738 // update vertex positions for animated models
9739 v3f = decalsystem->vertex3f;
9740 c4f = decalsystem->color4f;
9741 t2f = decalsystem->texcoord2f;
9742 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9744 if (!decal->color4f[0][3])
9747 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9751 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9754 // update color values for fading decals
9755 if (decal->lived >= cl_decals_time.value)
9756 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9760 c4f[ 0] = decal->color4f[0][0] * alpha;
9761 c4f[ 1] = decal->color4f[0][1] * alpha;
9762 c4f[ 2] = decal->color4f[0][2] * alpha;
9764 c4f[ 4] = decal->color4f[1][0] * alpha;
9765 c4f[ 5] = decal->color4f[1][1] * alpha;
9766 c4f[ 6] = decal->color4f[1][2] * alpha;
9768 c4f[ 8] = decal->color4f[2][0] * alpha;
9769 c4f[ 9] = decal->color4f[2][1] * alpha;
9770 c4f[10] = decal->color4f[2][2] * alpha;
9773 t2f[0] = decal->texcoord2f[0][0];
9774 t2f[1] = decal->texcoord2f[0][1];
9775 t2f[2] = decal->texcoord2f[1][0];
9776 t2f[3] = decal->texcoord2f[1][1];
9777 t2f[4] = decal->texcoord2f[2][0];
9778 t2f[5] = decal->texcoord2f[2][1];
9780 // update vertex positions for animated models
9781 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9783 e = rsurface.modelelement3i + 3*decal->triangleindex;
9784 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9785 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9786 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9790 VectorCopy(decal->vertex3f[0], v3f);
9791 VectorCopy(decal->vertex3f[1], v3f + 3);
9792 VectorCopy(decal->vertex3f[2], v3f + 6);
9795 if (r_refdef.fogenabled)
9797 alpha = RSurf_FogVertex(v3f);
9798 VectorScale(c4f, alpha, c4f);
9799 alpha = RSurf_FogVertex(v3f + 3);
9800 VectorScale(c4f + 4, alpha, c4f + 4);
9801 alpha = RSurf_FogVertex(v3f + 6);
9802 VectorScale(c4f + 8, alpha, c4f + 8);
9813 r_refdef.stats[r_stat_drawndecals] += numtris;
9815 // now render the decals all at once
9816 // (this assumes they all use one particle font texture!)
9817 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);
9818 // R_Mesh_ResetTextureState();
9819 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9820 GL_DepthMask(false);
9821 GL_DepthRange(0, 1);
9822 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9824 GL_CullFace(GL_NONE);
9825 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9826 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9827 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9831 static void R_DrawModelDecals(void)
9835 // fade faster when there are too many decals
9836 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9837 for (i = 0;i < r_refdef.scene.numentities;i++)
9838 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9840 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9841 for (i = 0;i < r_refdef.scene.numentities;i++)
9842 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9843 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9845 R_DecalSystem_ApplySplatEntitiesQueue();
9847 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9848 for (i = 0;i < r_refdef.scene.numentities;i++)
9849 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9851 r_refdef.stats[r_stat_totaldecals] += numdecals;
9853 if (r_showsurfaces.integer || !r_drawdecals.integer)
9856 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9858 for (i = 0;i < r_refdef.scene.numentities;i++)
9860 if (!r_refdef.viewcache.entityvisible[i])
9862 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9863 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9867 static void R_DrawDebugModel(void)
9869 entity_render_t *ent = rsurface.entity;
9870 int i, j, flagsmask;
9871 const msurface_t *surface;
9872 dp_model_t *model = ent->model;
9874 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9877 if (r_showoverdraw.value > 0)
9879 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9880 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9881 R_SetupShader_Generic_NoTexture(false, false);
9882 GL_DepthTest(false);
9883 GL_DepthMask(false);
9884 GL_DepthRange(0, 1);
9885 GL_BlendFunc(GL_ONE, GL_ONE);
9886 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9888 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9890 rsurface.texture = R_GetCurrentTexture(surface->texture);
9891 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9893 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9894 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9895 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9896 GL_Color(c, 0, 0, 1.0f);
9897 else if (ent == r_refdef.scene.worldentity)
9898 GL_Color(c, c, c, 1.0f);
9900 GL_Color(0, c, 0, 1.0f);
9901 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9905 rsurface.texture = NULL;
9908 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9910 // R_Mesh_ResetTextureState();
9911 R_SetupShader_Generic_NoTexture(false, false);
9912 GL_DepthRange(0, 1);
9913 GL_DepthTest(!r_showdisabledepthtest.integer);
9914 GL_DepthMask(false);
9915 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9917 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9921 qboolean cullbox = false;
9922 const q3mbrush_t *brush;
9923 const bih_t *bih = &model->collision_bih;
9924 const bih_leaf_t *bihleaf;
9925 float vertex3f[3][3];
9926 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9927 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9929 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9931 switch (bihleaf->type)
9934 brush = model->brush.data_brushes + bihleaf->itemindex;
9935 if (brush->colbrushf && brush->colbrushf->numtriangles)
9937 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);
9938 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9939 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9942 case BIH_COLLISIONTRIANGLE:
9943 triangleindex = bihleaf->itemindex;
9944 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9945 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9946 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9947 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);
9948 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9949 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9951 case BIH_RENDERTRIANGLE:
9952 triangleindex = bihleaf->itemindex;
9953 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9954 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9955 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9956 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);
9957 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9958 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9964 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9967 if (r_showtris.value > 0 && qglPolygonMode)
9969 if (r_showdisabledepthtest.integer)
9971 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9972 GL_DepthMask(false);
9976 GL_BlendFunc(GL_ONE, GL_ZERO);
9979 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9980 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9982 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9984 rsurface.texture = R_GetCurrentTexture(surface->texture);
9985 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9987 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9988 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9989 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9990 else if (ent == r_refdef.scene.worldentity)
9991 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9993 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9994 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9998 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9999 rsurface.texture = NULL;
10003 // FIXME! implement r_shownormals with just triangles
10004 if (r_shownormals.value != 0 && qglBegin)
10008 if (r_showdisabledepthtest.integer)
10010 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10011 GL_DepthMask(false);
10015 GL_BlendFunc(GL_ONE, GL_ZERO);
10016 GL_DepthMask(true);
10018 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10020 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10022 rsurface.texture = R_GetCurrentTexture(surface->texture);
10023 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10025 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10026 qglBegin(GL_LINES);
10027 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10029 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10031 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10032 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10033 qglVertex3f(v[0], v[1], v[2]);
10034 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10035 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10036 qglVertex3f(v[0], v[1], v[2]);
10039 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10041 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10043 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10044 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10045 qglVertex3f(v[0], v[1], v[2]);
10046 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10047 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10048 qglVertex3f(v[0], v[1], v[2]);
10051 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10053 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10055 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10056 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10057 qglVertex3f(v[0], v[1], v[2]);
10058 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10059 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10060 qglVertex3f(v[0], v[1], v[2]);
10063 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10065 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10067 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10068 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10069 qglVertex3f(v[0], v[1], v[2]);
10070 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10071 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10072 qglVertex3f(v[0], v[1], v[2]);
10079 rsurface.texture = NULL;
10085 int r_maxsurfacelist = 0;
10086 const msurface_t **r_surfacelist = NULL;
10087 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10089 int i, j, endj, flagsmask;
10090 dp_model_t *model = ent->model;
10091 msurface_t *surfaces;
10092 unsigned char *update;
10093 int numsurfacelist = 0;
10097 if (r_maxsurfacelist < model->num_surfaces)
10099 r_maxsurfacelist = model->num_surfaces;
10101 Mem_Free((msurface_t **)r_surfacelist);
10102 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10105 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10106 RSurf_ActiveModelEntity(ent, false, false, false);
10108 RSurf_ActiveModelEntity(ent, true, true, true);
10109 else if (depthonly)
10110 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10112 RSurf_ActiveModelEntity(ent, true, true, false);
10114 surfaces = model->data_surfaces;
10115 update = model->brushq1.lightmapupdateflags;
10117 // update light styles
10118 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10120 model_brush_lightstyleinfo_t *style;
10121 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10123 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10125 int *list = style->surfacelist;
10126 style->value = r_refdef.scene.lightstylevalue[style->style];
10127 for (j = 0;j < style->numsurfaces;j++)
10128 update[list[j]] = true;
10133 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10137 R_DrawDebugModel();
10138 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10142 rsurface.lightmaptexture = NULL;
10143 rsurface.deluxemaptexture = NULL;
10144 rsurface.uselightmaptexture = false;
10145 rsurface.texture = NULL;
10146 rsurface.rtlight = NULL;
10147 numsurfacelist = 0;
10148 // add visible surfaces to draw list
10149 if (ent == r_refdef.scene.worldentity)
10151 // for the world entity, check surfacevisible
10152 for (i = 0;i < model->nummodelsurfaces;i++)
10154 j = model->sortedmodelsurfaces[i];
10155 if (r_refdef.viewcache.world_surfacevisible[j])
10156 r_surfacelist[numsurfacelist++] = surfaces + j;
10161 // for ui we have to preserve the order of surfaces
10162 for (i = 0; i < model->nummodelsurfaces; i++)
10163 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10167 // add all surfaces
10168 for (i = 0; i < model->nummodelsurfaces; i++)
10169 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10171 // don't do anything if there were no surfaces
10172 if (!numsurfacelist)
10174 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10177 // update lightmaps if needed
10181 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10186 R_BuildLightMap(ent, surfaces + j);
10191 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10193 // add to stats if desired
10194 if (r_speeds.integer && !skysurfaces && !depthonly)
10196 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10197 for (j = 0;j < numsurfacelist;j++)
10198 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10201 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10204 void R_DebugLine(vec3_t start, vec3_t end)
10206 dp_model_t *mod = CL_Mesh_UI();
10208 int e0, e1, e2, e3;
10209 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10210 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10211 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10214 // transform to screen coords first
10215 Vector4Set(w[0], start[0], start[1], start[2], 1);
10216 Vector4Set(w[1], end[0], end[1], end[2], 1);
10217 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10218 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10219 x1 = s[0][0] * vid_conwidth.value / vid.width;
10220 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10221 x2 = s[1][0] * vid_conwidth.value / vid.width;
10222 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10223 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10225 // add the line to the UI mesh for drawing later
10227 // width is measured in real pixels
10228 if (fabs(x2 - x1) > fabs(y2 - y1))
10231 offsety = 0.5f * width * vid_conheight.value / vid.height;
10235 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10238 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10239 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10240 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10241 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10242 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10243 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10244 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10249 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10251 static texture_t texture;
10253 // fake enough texture and surface state to render this geometry
10255 texture.update_lastrenderframe = -1; // regenerate this texture
10256 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10257 texture.basealpha = 1.0f;
10258 texture.currentskinframe = skinframe;
10259 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10260 texture.offsetmapping = OFFSETMAPPING_OFF;
10261 texture.offsetscale = 1;
10262 texture.specularscalemod = 1;
10263 texture.specularpowermod = 1;
10264 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10266 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10269 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, qboolean ui)
10271 static msurface_t surface;
10272 const msurface_t *surfacelist = &surface;
10274 // fake enough texture and surface state to render this geometry
10275 surface.texture = texture;
10276 surface.num_triangles = numtriangles;
10277 surface.num_firsttriangle = firsttriangle;
10278 surface.num_vertices = numvertices;
10279 surface.num_firstvertex = firstvertex;
10282 rsurface.texture = R_GetCurrentTexture(surface.texture);
10283 rsurface.lightmaptexture = NULL;
10284 rsurface.deluxemaptexture = NULL;
10285 rsurface.uselightmaptexture = false;
10286 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);