2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
213 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
215 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
217 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
219 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
220 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
222 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
224 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
226 extern cvar_t v_glslgamma;
227 extern cvar_t v_glslgamma_2d;
229 extern qboolean v_flipped_state;
231 static struct r_bloomstate_s
236 int bloomwidth, bloomheight;
238 textype_t texturetype;
239 int viewfbo; // used to check if r_viewfbo cvar has changed
241 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
242 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
243 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
245 int screentexturewidth, screentextureheight;
246 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
248 int bloomtexturewidth, bloomtextureheight;
249 rtexture_t *texture_bloom;
251 // arrays for rendering the screen passes
252 float screentexcoord2f[8];
253 float bloomtexcoord2f[8];
254 float offsettexcoord2f[8];
256 r_viewport_t viewport;
260 r_waterstate_t r_waterstate;
262 /// shadow volume bsp struct with automatically growing nodes buffer
265 rtexture_t *r_texture_blanknormalmap;
266 rtexture_t *r_texture_white;
267 rtexture_t *r_texture_grey128;
268 rtexture_t *r_texture_black;
269 rtexture_t *r_texture_notexture;
270 rtexture_t *r_texture_whitecube;
271 rtexture_t *r_texture_normalizationcube;
272 rtexture_t *r_texture_fogattenuation;
273 rtexture_t *r_texture_fogheighttexture;
274 rtexture_t *r_texture_gammaramps;
275 unsigned int r_texture_gammaramps_serial;
276 //rtexture_t *r_texture_fogintensity;
277 rtexture_t *r_texture_reflectcube;
279 // TODO: hash lookups?
280 typedef struct cubemapinfo_s
287 int r_texture_numcubemaps;
288 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
290 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
291 unsigned int r_numqueries;
292 unsigned int r_maxqueries;
294 typedef struct r_qwskincache_s
296 char name[MAX_QPATH];
297 skinframe_t *skinframe;
301 static r_qwskincache_t *r_qwskincache;
302 static int r_qwskincache_size;
304 /// vertex coordinates for a quad that covers the screen exactly
305 extern const float r_screenvertex3f[12];
306 extern const float r_d3dscreenvertex3f[12];
307 const float r_screenvertex3f[12] =
314 const float r_d3dscreenvertex3f[12] =
322 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
325 for (i = 0;i < verts;i++)
336 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
339 for (i = 0;i < verts;i++)
349 // FIXME: move this to client?
352 if (gamemode == GAME_NEHAHRA)
354 Cvar_Set("gl_fogenable", "0");
355 Cvar_Set("gl_fogdensity", "0.2");
356 Cvar_Set("gl_fogred", "0.3");
357 Cvar_Set("gl_foggreen", "0.3");
358 Cvar_Set("gl_fogblue", "0.3");
360 r_refdef.fog_density = 0;
361 r_refdef.fog_red = 0;
362 r_refdef.fog_green = 0;
363 r_refdef.fog_blue = 0;
364 r_refdef.fog_alpha = 1;
365 r_refdef.fog_start = 0;
366 r_refdef.fog_end = 16384;
367 r_refdef.fog_height = 1<<30;
368 r_refdef.fog_fadedepth = 128;
369 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
372 static void R_BuildBlankTextures(void)
374 unsigned char data[4];
375 data[2] = 128; // normal X
376 data[1] = 128; // normal Y
377 data[0] = 255; // normal Z
378 data[3] = 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 // LordHavoc: now the magic - what is that table2d for? it is a cooked
584 // average fog color table accounting for every fog layer between a point
585 // and the camera. (Note: attenuation is handled separately!)
586 for (y = 0;y < size;y++)
588 for (x = 0;x < size;x++)
594 for (j = x;j <= y;j++)
596 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
602 for (j = x;j >= y;j--)
604 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
609 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
610 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
611 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
612 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
615 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
618 //=======================================================================================================================================================
620 static const char *builtinshaderstring =
621 #include "shader_glsl.h"
624 const char *builtinhlslshaderstring =
625 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *vertexfilename;
643 const char *geometryfilename;
644 const char *fragmentfilename;
650 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
651 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
653 {"#define USEDIFFUSE\n", " diffuse"},
654 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
655 {"#define USEVIEWTINT\n", " viewtint"},
656 {"#define USECOLORMAPPING\n", " colormapping"},
657 {"#define USESATURATION\n", " saturation"},
658 {"#define USEFOGINSIDE\n", " foginside"},
659 {"#define USEFOGOUTSIDE\n", " fogoutside"},
660 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
661 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
662 {"#define USEGAMMARAMPS\n", " gammaramps"},
663 {"#define USECUBEFILTER\n", " cubefilter"},
664 {"#define USEGLOW\n", " glow"},
665 {"#define USEBLOOM\n", " bloom"},
666 {"#define USESPECULAR\n", " specular"},
667 {"#define USEPOSTPROCESSING\n", " postprocessing"},
668 {"#define USEREFLECTION\n", " reflection"},
669 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
670 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
671 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
672 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
673 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
674 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
683 {"#define USETRIPPY\n", " trippy"},
686 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
687 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
703 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
704 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
709 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
716 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
717 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
720 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
721 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
722 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
723 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
724 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
725 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
726 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
727 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
728 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
731 struct r_glsl_permutation_s;
732 typedef struct r_glsl_permutation_s
735 struct r_glsl_permutation_s *hashnext;
737 unsigned int permutation;
739 /// indicates if we have tried compiling this permutation already
741 /// 0 if compilation failed
743 // texture units assigned to each detected uniform
744 int tex_Texture_First;
745 int tex_Texture_Second;
746 int tex_Texture_GammaRamps;
747 int tex_Texture_Normal;
748 int tex_Texture_Color;
749 int tex_Texture_Gloss;
750 int tex_Texture_Glow;
751 int tex_Texture_SecondaryNormal;
752 int tex_Texture_SecondaryColor;
753 int tex_Texture_SecondaryGloss;
754 int tex_Texture_SecondaryGlow;
755 int tex_Texture_Pants;
756 int tex_Texture_Shirt;
757 int tex_Texture_FogHeightTexture;
758 int tex_Texture_FogMask;
759 int tex_Texture_Lightmap;
760 int tex_Texture_Deluxemap;
761 int tex_Texture_Attenuation;
762 int tex_Texture_Cube;
763 int tex_Texture_Refraction;
764 int tex_Texture_Reflection;
765 int tex_Texture_ShadowMap2D;
766 int tex_Texture_CubeProjection;
767 int tex_Texture_ScreenDepth;
768 int tex_Texture_ScreenNormalMap;
769 int tex_Texture_ScreenDiffuse;
770 int tex_Texture_ScreenSpecular;
771 int tex_Texture_ReflectMask;
772 int tex_Texture_ReflectCube;
773 int tex_Texture_BounceGrid;
774 /// locations of detected uniforms in program object, or -1 if not found
775 int loc_Texture_First;
776 int loc_Texture_Second;
777 int loc_Texture_GammaRamps;
778 int loc_Texture_Normal;
779 int loc_Texture_Color;
780 int loc_Texture_Gloss;
781 int loc_Texture_Glow;
782 int loc_Texture_SecondaryNormal;
783 int loc_Texture_SecondaryColor;
784 int loc_Texture_SecondaryGloss;
785 int loc_Texture_SecondaryGlow;
786 int loc_Texture_Pants;
787 int loc_Texture_Shirt;
788 int loc_Texture_FogHeightTexture;
789 int loc_Texture_FogMask;
790 int loc_Texture_Lightmap;
791 int loc_Texture_Deluxemap;
792 int loc_Texture_Attenuation;
793 int loc_Texture_Cube;
794 int loc_Texture_Refraction;
795 int loc_Texture_Reflection;
796 int loc_Texture_ShadowMap2D;
797 int loc_Texture_CubeProjection;
798 int loc_Texture_ScreenDepth;
799 int loc_Texture_ScreenNormalMap;
800 int loc_Texture_ScreenDiffuse;
801 int loc_Texture_ScreenSpecular;
802 int loc_Texture_ReflectMask;
803 int loc_Texture_ReflectCube;
804 int loc_Texture_BounceGrid;
806 int loc_BloomBlur_Parameters;
808 int loc_Color_Ambient;
809 int loc_Color_Diffuse;
810 int loc_Color_Specular;
814 int loc_DeferredColor_Ambient;
815 int loc_DeferredColor_Diffuse;
816 int loc_DeferredColor_Specular;
817 int loc_DeferredMod_Diffuse;
818 int loc_DeferredMod_Specular;
819 int loc_DistortScaleRefractReflect;
822 int loc_FogHeightFade;
824 int loc_FogPlaneViewDist;
825 int loc_FogRangeRecip;
828 int loc_LightPosition;
829 int loc_OffsetMapping_ScaleSteps;
830 int loc_OffsetMapping_LodDistance;
831 int loc_OffsetMapping_Bias;
833 int loc_ReflectColor;
834 int loc_ReflectFactor;
835 int loc_ReflectOffset;
836 int loc_RefractColor;
838 int loc_ScreenCenterRefractReflect;
839 int loc_ScreenScaleRefractReflect;
840 int loc_ScreenToDepth;
841 int loc_ShadowMap_Parameters;
842 int loc_ShadowMap_TextureScale;
843 int loc_SpecularPower;
848 int loc_ViewTintColor;
850 int loc_ModelToLight;
852 int loc_BackgroundTexMatrix;
853 int loc_ModelViewProjectionMatrix;
854 int loc_ModelViewMatrix;
855 int loc_PixelToScreenTexCoord;
856 int loc_ModelToReflectCube;
857 int loc_ShadowMapMatrix;
858 int loc_BloomColorSubtract;
859 int loc_NormalmapScrollBlend;
860 int loc_BounceGridMatrix;
861 int loc_BounceGridIntensity;
863 r_glsl_permutation_t;
865 #define SHADERPERMUTATION_HASHSIZE 256
868 // non-degradable "lightweight" shader parameters to keep the permutations simpler
869 // these can NOT degrade! only use for simple stuff
872 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
873 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
874 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
877 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
878 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
879 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
881 #define SHADERSTATICPARMS_COUNT 8
883 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
884 static int shaderstaticparms_count = 0;
886 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
887 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
888 qboolean R_CompileShader_CheckStaticParms(void)
890 static int r_compileshader_staticparms_save[1];
891 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
892 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
895 if (r_glsl_saturation_redcompensate.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
897 if (r_glsl_vertextextureblend_usebothalphas.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
899 if (r_shadow_glossexact.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
901 if (r_glsl_postprocess.integer)
903 if (r_glsl_postprocess_uservec1_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
905 if (r_glsl_postprocess_uservec2_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
907 if (r_glsl_postprocess_uservec3_enable.integer)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
909 if (r_glsl_postprocess_uservec4_enable.integer)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
912 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
914 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
917 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
918 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
919 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
921 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
922 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
924 shaderstaticparms_count = 0;
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
937 /// information about each possible shader permutation
938 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
939 /// currently selected permutation
940 r_glsl_permutation_t *r_glsl_permutation;
941 /// storage for permutations linked in the hash table
942 memexpandablearray_t r_glsl_permutationarray;
944 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
946 //unsigned int hashdepth = 0;
947 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
948 r_glsl_permutation_t *p;
949 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
951 if (p->mode == mode && p->permutation == permutation)
953 //if (hashdepth > 10)
954 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
961 p->permutation = permutation;
962 p->hashnext = r_glsl_permutationhash[mode][hashindex];
963 r_glsl_permutationhash[mode][hashindex] = p;
964 //if (hashdepth > 10)
965 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
969 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
972 if (!filename || !filename[0])
974 if (!strcmp(filename, "glsl/default.glsl"))
976 if (!glslshaderstring)
978 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979 if (glslshaderstring)
980 Con_DPrintf("Loading shaders from file %s...\n", filename);
982 glslshaderstring = (char *)builtinshaderstring;
984 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
985 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
988 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
991 if (printfromdisknotice)
992 Con_DPrintf("from disk %s... ", filename);
998 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1002 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1003 char *vertexstring, *geometrystring, *fragmentstring;
1004 char permutationname[256];
1005 int vertstrings_count = 0;
1006 int geomstrings_count = 0;
1007 int fragstrings_count = 0;
1008 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1009 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1017 permutationname[0] = 0;
1018 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1019 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1020 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1022 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1024 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1025 if(vid.support.gl20shaders130)
1027 vertstrings_list[vertstrings_count++] = "#version 130\n";
1028 geomstrings_list[geomstrings_count++] = "#version 130\n";
1029 fragstrings_list[fragstrings_count++] = "#version 130\n";
1030 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1031 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1032 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1035 // the first pretext is which type of shader to compile as
1036 // (later these will all be bound together as a program object)
1037 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1038 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1039 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1041 // the second pretext is the mode (for example a light source)
1042 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1043 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1044 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1045 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1047 // now add all the permutation pretexts
1048 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1050 if (permutation & (1<<i))
1052 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1053 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1054 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1055 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1059 // keep line numbers correct
1060 vertstrings_list[vertstrings_count++] = "\n";
1061 geomstrings_list[geomstrings_count++] = "\n";
1062 fragstrings_list[fragstrings_count++] = "\n";
1067 R_CompileShader_AddStaticParms(mode, permutation);
1068 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1069 vertstrings_count += shaderstaticparms_count;
1070 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071 geomstrings_count += shaderstaticparms_count;
1072 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073 fragstrings_count += shaderstaticparms_count;
1075 // now append the shader text itself
1076 vertstrings_list[vertstrings_count++] = vertexstring;
1077 geomstrings_list[geomstrings_count++] = geometrystring;
1078 fragstrings_list[fragstrings_count++] = fragmentstring;
1080 // if any sources were NULL, clear the respective list
1082 vertstrings_count = 0;
1083 if (!geometrystring)
1084 geomstrings_count = 0;
1085 if (!fragmentstring)
1086 fragstrings_count = 0;
1088 // compile the shader program
1089 if (vertstrings_count + geomstrings_count + fragstrings_count)
1090 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1094 qglUseProgram(p->program);CHECKGLERROR
1095 // look up all the uniform variable names we care about, so we don't
1096 // have to look them up every time we set them
1098 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1099 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1100 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1101 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1102 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1103 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1104 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1105 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1106 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1107 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1108 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1109 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1110 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1111 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1112 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1113 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1114 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1115 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1116 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1117 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1118 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1119 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1120 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1121 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1122 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1129 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1131 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1132 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1133 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1134 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1135 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1136 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1137 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1144 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1145 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1146 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1147 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1149 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1150 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1151 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1152 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1156 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1157 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1158 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1159 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1160 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1161 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1164 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1167 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1168 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1169 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1170 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1171 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1172 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1173 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1174 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1175 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185 // initialize the samplers to refer to the texture units we use
1186 p->tex_Texture_First = -1;
1187 p->tex_Texture_Second = -1;
1188 p->tex_Texture_GammaRamps = -1;
1189 p->tex_Texture_Normal = -1;
1190 p->tex_Texture_Color = -1;
1191 p->tex_Texture_Gloss = -1;
1192 p->tex_Texture_Glow = -1;
1193 p->tex_Texture_SecondaryNormal = -1;
1194 p->tex_Texture_SecondaryColor = -1;
1195 p->tex_Texture_SecondaryGloss = -1;
1196 p->tex_Texture_SecondaryGlow = -1;
1197 p->tex_Texture_Pants = -1;
1198 p->tex_Texture_Shirt = -1;
1199 p->tex_Texture_FogHeightTexture = -1;
1200 p->tex_Texture_FogMask = -1;
1201 p->tex_Texture_Lightmap = -1;
1202 p->tex_Texture_Deluxemap = -1;
1203 p->tex_Texture_Attenuation = -1;
1204 p->tex_Texture_Cube = -1;
1205 p->tex_Texture_Refraction = -1;
1206 p->tex_Texture_Reflection = -1;
1207 p->tex_Texture_ShadowMap2D = -1;
1208 p->tex_Texture_CubeProjection = -1;
1209 p->tex_Texture_ScreenDepth = -1;
1210 p->tex_Texture_ScreenNormalMap = -1;
1211 p->tex_Texture_ScreenDiffuse = -1;
1212 p->tex_Texture_ScreenSpecular = -1;
1213 p->tex_Texture_ReflectMask = -1;
1214 p->tex_Texture_ReflectCube = -1;
1215 p->tex_Texture_BounceGrid = -1;
1217 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1218 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1219 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1220 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1221 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1222 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1223 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1224 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1226 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1227 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1228 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1229 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1230 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1231 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1232 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1233 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1234 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1235 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1236 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1237 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1238 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1239 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1240 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1241 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1242 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1243 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1244 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1245 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1246 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1248 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1251 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1255 Mem_Free(vertexstring);
1257 Mem_Free(geometrystring);
1259 Mem_Free(fragmentstring);
1262 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1264 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1265 if (r_glsl_permutation != perm)
1267 r_glsl_permutation = perm;
1268 if (!r_glsl_permutation->program)
1270 if (!r_glsl_permutation->compiled)
1271 R_GLSL_CompilePermutation(perm, mode, permutation);
1272 if (!r_glsl_permutation->program)
1274 // remove features until we find a valid permutation
1276 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1278 // reduce i more quickly whenever it would not remove any bits
1279 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1280 if (!(permutation & j))
1283 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1284 if (!r_glsl_permutation->compiled)
1285 R_GLSL_CompilePermutation(perm, mode, permutation);
1286 if (r_glsl_permutation->program)
1289 if (i >= SHADERPERMUTATION_COUNT)
1291 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1292 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1293 qglUseProgram(0);CHECKGLERROR
1294 return; // no bit left to clear, entire mode is broken
1299 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1301 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1302 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1303 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1310 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1311 extern D3DCAPS9 vid_d3d9caps;
1314 struct r_hlsl_permutation_s;
1315 typedef struct r_hlsl_permutation_s
1317 /// hash lookup data
1318 struct r_hlsl_permutation_s *hashnext;
1320 unsigned int permutation;
1322 /// indicates if we have tried compiling this permutation already
1324 /// NULL if compilation failed
1325 IDirect3DVertexShader9 *vertexshader;
1326 IDirect3DPixelShader9 *pixelshader;
1328 r_hlsl_permutation_t;
1330 typedef enum D3DVSREGISTER_e
1332 D3DVSREGISTER_TexMatrix = 0, // float4x4
1333 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1334 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1335 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1336 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1337 D3DVSREGISTER_ModelToLight = 20, // float4x4
1338 D3DVSREGISTER_EyePosition = 24,
1339 D3DVSREGISTER_FogPlane = 25,
1340 D3DVSREGISTER_LightDir = 26,
1341 D3DVSREGISTER_LightPosition = 27,
1345 typedef enum D3DPSREGISTER_e
1347 D3DPSREGISTER_Alpha = 0,
1348 D3DPSREGISTER_BloomBlur_Parameters = 1,
1349 D3DPSREGISTER_ClientTime = 2,
1350 D3DPSREGISTER_Color_Ambient = 3,
1351 D3DPSREGISTER_Color_Diffuse = 4,
1352 D3DPSREGISTER_Color_Specular = 5,
1353 D3DPSREGISTER_Color_Glow = 6,
1354 D3DPSREGISTER_Color_Pants = 7,
1355 D3DPSREGISTER_Color_Shirt = 8,
1356 D3DPSREGISTER_DeferredColor_Ambient = 9,
1357 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1358 D3DPSREGISTER_DeferredColor_Specular = 11,
1359 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1360 D3DPSREGISTER_DeferredMod_Specular = 13,
1361 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1362 D3DPSREGISTER_EyePosition = 15, // unused
1363 D3DPSREGISTER_FogColor = 16,
1364 D3DPSREGISTER_FogHeightFade = 17,
1365 D3DPSREGISTER_FogPlane = 18,
1366 D3DPSREGISTER_FogPlaneViewDist = 19,
1367 D3DPSREGISTER_FogRangeRecip = 20,
1368 D3DPSREGISTER_LightColor = 21,
1369 D3DPSREGISTER_LightDir = 22, // unused
1370 D3DPSREGISTER_LightPosition = 23,
1371 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1372 D3DPSREGISTER_PixelSize = 25,
1373 D3DPSREGISTER_ReflectColor = 26,
1374 D3DPSREGISTER_ReflectFactor = 27,
1375 D3DPSREGISTER_ReflectOffset = 28,
1376 D3DPSREGISTER_RefractColor = 29,
1377 D3DPSREGISTER_Saturation = 30,
1378 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1379 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1380 D3DPSREGISTER_ScreenToDepth = 33,
1381 D3DPSREGISTER_ShadowMap_Parameters = 34,
1382 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1383 D3DPSREGISTER_SpecularPower = 36,
1384 D3DPSREGISTER_UserVec1 = 37,
1385 D3DPSREGISTER_UserVec2 = 38,
1386 D3DPSREGISTER_UserVec3 = 39,
1387 D3DPSREGISTER_UserVec4 = 40,
1388 D3DPSREGISTER_ViewTintColor = 41,
1389 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1390 D3DPSREGISTER_BloomColorSubtract = 43,
1391 D3DPSREGISTER_ViewToLight = 44, // float4x4
1392 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1393 D3DPSREGISTER_NormalmapScrollBlend = 52,
1394 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1395 D3DPSREGISTER_OffsetMapping_Bias = 54,
1400 /// information about each possible shader permutation
1401 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1402 /// currently selected permutation
1403 r_hlsl_permutation_t *r_hlsl_permutation;
1404 /// storage for permutations linked in the hash table
1405 memexpandablearray_t r_hlsl_permutationarray;
1407 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1409 //unsigned int hashdepth = 0;
1410 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1411 r_hlsl_permutation_t *p;
1412 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1414 if (p->mode == mode && p->permutation == permutation)
1416 //if (hashdepth > 10)
1417 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1422 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1424 p->permutation = permutation;
1425 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1426 r_hlsl_permutationhash[mode][hashindex] = p;
1427 //if (hashdepth > 10)
1428 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1432 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1435 if (!filename || !filename[0])
1437 if (!strcmp(filename, "hlsl/default.hlsl"))
1439 if (!hlslshaderstring)
1441 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1442 if (hlslshaderstring)
1443 Con_DPrintf("Loading shaders from file %s...\n", filename);
1445 hlslshaderstring = (char *)builtinhlslshaderstring;
1447 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1448 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1449 return shaderstring;
1451 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1454 if (printfromdisknotice)
1455 Con_DPrintf("from disk %s... ", filename);
1456 return shaderstring;
1458 return shaderstring;
1462 //#include <d3dx9shader.h>
1463 //#include <d3dx9mesh.h>
1465 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1467 DWORD *vsbin = NULL;
1468 DWORD *psbin = NULL;
1469 fs_offset_t vsbinsize;
1470 fs_offset_t psbinsize;
1471 // IDirect3DVertexShader9 *vs = NULL;
1472 // IDirect3DPixelShader9 *ps = NULL;
1473 ID3DXBuffer *vslog = NULL;
1474 ID3DXBuffer *vsbuffer = NULL;
1475 ID3DXConstantTable *vsconstanttable = NULL;
1476 ID3DXBuffer *pslog = NULL;
1477 ID3DXBuffer *psbuffer = NULL;
1478 ID3DXConstantTable *psconstanttable = NULL;
1481 char temp[MAX_INPUTLINE];
1482 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1483 qboolean debugshader = gl_paranoid.integer != 0;
1484 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1485 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1488 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1489 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1491 if ((!vsbin && vertstring) || (!psbin && fragstring))
1493 const char* dllnames_d3dx9 [] =
1517 dllhandle_t d3dx9_dll = NULL;
1518 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1520 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1521 dllfunction_t d3dx9_dllfuncs[] =
1523 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1524 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1525 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1528 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1530 DWORD shaderflags = 0;
1532 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1533 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1534 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1535 if (vertstring && vertstring[0])
1539 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1540 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1541 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1542 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1545 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1548 vsbinsize = vsbuffer->GetBufferSize();
1549 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1550 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1551 vsbuffer->Release();
1555 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1556 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1560 if (fragstring && fragstring[0])
1564 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1565 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1566 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1567 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1570 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1573 psbinsize = psbuffer->GetBufferSize();
1574 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1575 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1576 psbuffer->Release();
1580 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1581 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1585 Sys_UnloadLibrary(&d3dx9_dll);
1588 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1592 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1593 if (FAILED(vsresult))
1594 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1595 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1596 if (FAILED(psresult))
1597 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1599 // free the shader data
1600 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1601 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1604 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1607 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1608 int vertstring_length = 0;
1609 int geomstring_length = 0;
1610 int fragstring_length = 0;
1612 char *vertexstring, *geometrystring, *fragmentstring;
1613 char *vertstring, *geomstring, *fragstring;
1614 char permutationname[256];
1615 char cachename[256];
1616 int vertstrings_count = 0;
1617 int geomstrings_count = 0;
1618 int fragstrings_count = 0;
1619 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1620 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1626 p->vertexshader = NULL;
1627 p->pixelshader = NULL;
1629 permutationname[0] = 0;
1631 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1632 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1633 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1635 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1636 strlcat(cachename, "hlsl/", sizeof(cachename));
1638 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1639 vertstrings_count = 0;
1640 geomstrings_count = 0;
1641 fragstrings_count = 0;
1642 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1643 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1644 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1646 // the first pretext is which type of shader to compile as
1647 // (later these will all be bound together as a program object)
1648 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1649 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1650 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1652 // the second pretext is the mode (for example a light source)
1653 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1654 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1655 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1656 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1657 strlcat(cachename, modeinfo->name, sizeof(cachename));
1659 // now add all the permutation pretexts
1660 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1662 if (permutation & (1<<i))
1664 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1665 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1666 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1667 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1668 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1672 // keep line numbers correct
1673 vertstrings_list[vertstrings_count++] = "\n";
1674 geomstrings_list[geomstrings_count++] = "\n";
1675 fragstrings_list[fragstrings_count++] = "\n";
1680 R_CompileShader_AddStaticParms(mode, permutation);
1681 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682 vertstrings_count += shaderstaticparms_count;
1683 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684 geomstrings_count += shaderstaticparms_count;
1685 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1686 fragstrings_count += shaderstaticparms_count;
1688 // replace spaces in the cachename with _ characters
1689 for (i = 0;cachename[i];i++)
1690 if (cachename[i] == ' ')
1693 // now append the shader text itself
1694 vertstrings_list[vertstrings_count++] = vertexstring;
1695 geomstrings_list[geomstrings_count++] = geometrystring;
1696 fragstrings_list[fragstrings_count++] = fragmentstring;
1698 // if any sources were NULL, clear the respective list
1700 vertstrings_count = 0;
1701 if (!geometrystring)
1702 geomstrings_count = 0;
1703 if (!fragmentstring)
1704 fragstrings_count = 0;
1706 vertstring_length = 0;
1707 for (i = 0;i < vertstrings_count;i++)
1708 vertstring_length += strlen(vertstrings_list[i]);
1709 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1710 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1711 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1713 geomstring_length = 0;
1714 for (i = 0;i < geomstrings_count;i++)
1715 geomstring_length += strlen(geomstrings_list[i]);
1716 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1717 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1718 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1720 fragstring_length = 0;
1721 for (i = 0;i < fragstrings_count;i++)
1722 fragstring_length += strlen(fragstrings_list[i]);
1723 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1724 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1725 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1727 // try to load the cached shader, or generate one
1728 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1730 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1731 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1733 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1737 Mem_Free(vertstring);
1739 Mem_Free(geomstring);
1741 Mem_Free(fragstring);
1743 Mem_Free(vertexstring);
1745 Mem_Free(geometrystring);
1747 Mem_Free(fragmentstring);
1750 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1751 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1752 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1753 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1754 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1755 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1757 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1758 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1759 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1761 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1762 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1764 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1766 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1767 if (r_hlsl_permutation != perm)
1769 r_hlsl_permutation = perm;
1770 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1772 if (!r_hlsl_permutation->compiled)
1773 R_HLSL_CompilePermutation(perm, mode, permutation);
1774 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1776 // remove features until we find a valid permutation
1778 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1780 // reduce i more quickly whenever it would not remove any bits
1781 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1782 if (!(permutation & j))
1785 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1786 if (!r_hlsl_permutation->compiled)
1787 R_HLSL_CompilePermutation(perm, mode, permutation);
1788 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1791 if (i >= SHADERPERMUTATION_COUNT)
1793 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1794 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1795 return; // no bit left to clear, entire mode is broken
1799 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1800 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1802 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1803 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1804 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1808 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1810 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1811 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1812 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1813 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1816 void R_GLSL_Restart_f(void)
1818 unsigned int i, limit;
1819 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1820 Mem_Free(glslshaderstring);
1821 glslshaderstring = NULL;
1822 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1823 Mem_Free(hlslshaderstring);
1824 hlslshaderstring = NULL;
1825 switch(vid.renderpath)
1827 case RENDERPATH_D3D9:
1830 r_hlsl_permutation_t *p;
1831 r_hlsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1837 if (p->vertexshader)
1838 IDirect3DVertexShader9_Release(p->vertexshader);
1840 IDirect3DPixelShader9_Release(p->pixelshader);
1841 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1844 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1848 case RENDERPATH_D3D10:
1849 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1851 case RENDERPATH_D3D11:
1852 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1854 case RENDERPATH_GL20:
1855 case RENDERPATH_GLES2:
1857 r_glsl_permutation_t *p;
1858 r_glsl_permutation = NULL;
1859 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1860 for (i = 0;i < limit;i++)
1862 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1864 GL_Backend_FreeProgram(p->program);
1865 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1868 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1871 case RENDERPATH_GL11:
1872 case RENDERPATH_GL13:
1873 case RENDERPATH_GLES1:
1875 case RENDERPATH_SOFT:
1880 void R_GLSL_DumpShader_f(void)
1885 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1888 FS_Print(file, "/* The engine may define the following macros:\n");
1889 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1890 for (i = 0;i < SHADERMODE_COUNT;i++)
1891 FS_Print(file, glslshadermodeinfo[i].pretext);
1892 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1893 FS_Print(file, shaderpermutationinfo[i].pretext);
1894 FS_Print(file, "*/\n");
1895 FS_Print(file, builtinshaderstring);
1897 Con_Printf("glsl/default.glsl written\n");
1900 Con_Printf("failed to write to glsl/default.glsl\n");
1902 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1905 FS_Print(file, "/* The engine may define the following macros:\n");
1906 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1907 for (i = 0;i < SHADERMODE_COUNT;i++)
1908 FS_Print(file, hlslshadermodeinfo[i].pretext);
1909 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1910 FS_Print(file, shaderpermutationinfo[i].pretext);
1911 FS_Print(file, "*/\n");
1912 FS_Print(file, builtinhlslshaderstring);
1914 Con_Printf("hlsl/default.hlsl written\n");
1917 Con_Printf("failed to write to hlsl/default.hlsl\n");
1920 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1922 unsigned int permutation = 0;
1923 if (r_trippy.integer && !notrippy)
1924 permutation |= SHADERPERMUTATION_TRIPPY;
1925 permutation |= SHADERPERMUTATION_VIEWTINT;
1927 permutation |= SHADERPERMUTATION_DIFFUSE;
1929 permutation |= SHADERPERMUTATION_SPECULAR;
1930 if (texturemode == GL_MODULATE)
1931 permutation |= SHADERPERMUTATION_COLORMAPPING;
1932 else if (texturemode == GL_ADD)
1933 permutation |= SHADERPERMUTATION_GLOW;
1934 else if (texturemode == GL_DECAL)
1935 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1936 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1937 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1939 texturemode = GL_MODULATE;
1940 if (vid.allowalphatocoverage)
1941 GL_AlphaToCoverage(false);
1942 switch (vid.renderpath)
1944 case RENDERPATH_D3D9:
1946 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1947 R_Mesh_TexBind(GL20TU_FIRST , first );
1948 R_Mesh_TexBind(GL20TU_SECOND, second);
1949 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1950 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1953 case RENDERPATH_D3D10:
1954 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1956 case RENDERPATH_D3D11:
1957 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1959 case RENDERPATH_GL20:
1960 case RENDERPATH_GLES2:
1961 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1962 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1964 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1965 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1967 case RENDERPATH_GL13:
1968 case RENDERPATH_GLES1:
1969 R_Mesh_TexBind(0, first );
1970 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1971 R_Mesh_TexBind(1, second);
1973 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1975 case RENDERPATH_GL11:
1976 R_Mesh_TexBind(0, first );
1978 case RENDERPATH_SOFT:
1979 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1980 R_Mesh_TexBind(GL20TU_FIRST , first );
1981 R_Mesh_TexBind(GL20TU_SECOND, second);
1986 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1988 unsigned int permutation = 0;
1989 if (r_trippy.integer && !notrippy)
1990 permutation |= SHADERPERMUTATION_TRIPPY;
1991 if (vid.allowalphatocoverage)
1992 GL_AlphaToCoverage(false);
1993 switch (vid.renderpath)
1995 case RENDERPATH_D3D9:
1997 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2000 case RENDERPATH_D3D10:
2001 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2003 case RENDERPATH_D3D11:
2004 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2006 case RENDERPATH_GL20:
2007 case RENDERPATH_GLES2:
2008 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2010 case RENDERPATH_GL13:
2011 case RENDERPATH_GLES1:
2012 R_Mesh_TexBind(0, 0);
2013 R_Mesh_TexBind(1, 0);
2015 case RENDERPATH_GL11:
2016 R_Mesh_TexBind(0, 0);
2018 case RENDERPATH_SOFT:
2019 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2024 void R_SetupShader_ShowDepth(qboolean notrippy)
2026 int permutation = 0;
2027 if (r_trippy.integer && !notrippy)
2028 permutation |= SHADERPERMUTATION_TRIPPY;
2029 if (vid.allowalphatocoverage)
2030 GL_AlphaToCoverage(false);
2031 switch (vid.renderpath)
2033 case RENDERPATH_D3D9:
2035 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2038 case RENDERPATH_D3D10:
2039 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2041 case RENDERPATH_D3D11:
2042 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2044 case RENDERPATH_GL20:
2045 case RENDERPATH_GLES2:
2046 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2048 case RENDERPATH_GL13:
2049 case RENDERPATH_GLES1:
2051 case RENDERPATH_GL11:
2053 case RENDERPATH_SOFT:
2054 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2059 extern qboolean r_shadow_usingdeferredprepass;
2060 extern cvar_t r_shadow_deferred_8bitrange;
2061 extern rtexture_t *r_shadow_attenuationgradienttexture;
2062 extern rtexture_t *r_shadow_attenuation2dtexture;
2063 extern rtexture_t *r_shadow_attenuation3dtexture;
2064 extern qboolean r_shadow_usingshadowmap2d;
2065 extern qboolean r_shadow_usingshadowmaportho;
2066 extern float r_shadow_shadowmap_texturescale[2];
2067 extern float r_shadow_shadowmap_parameters[4];
2068 extern qboolean r_shadow_shadowmapvsdct;
2069 extern qboolean r_shadow_shadowmapsampler;
2070 extern int r_shadow_shadowmappcf;
2071 extern rtexture_t *r_shadow_shadowmap2dtexture;
2072 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2073 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2074 extern matrix4x4_t r_shadow_shadowmapmatrix;
2075 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2076 extern int r_shadow_prepass_width;
2077 extern int r_shadow_prepass_height;
2078 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2079 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2080 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2081 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2082 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2084 #define BLENDFUNC_ALLOWS_COLORMOD 1
2085 #define BLENDFUNC_ALLOWS_FOG 2
2086 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2087 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2088 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2089 static int R_BlendFuncFlags(int src, int dst)
2093 // a blendfunc allows colormod if:
2094 // a) it can never keep the destination pixel invariant, or
2095 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2096 // this is to prevent unintended side effects from colormod
2098 // a blendfunc allows fog if:
2099 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2100 // this is to prevent unintended side effects from fog
2102 // these checks are the output of fogeval.pl
2104 r |= BLENDFUNC_ALLOWS_COLORMOD;
2105 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2107 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2109 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2113 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2114 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2115 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2116 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2119 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2121 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2125 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2130 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2132 // select a permutation of the lighting shader appropriate to this
2133 // combination of texture, entity, light source, and fogging, only use the
2134 // minimum features necessary to avoid wasting rendering time in the
2135 // fragment shader on features that are not being used
2136 unsigned int permutation = 0;
2137 unsigned int mode = 0;
2139 static float dummy_colormod[3] = {1, 1, 1};
2140 float *colormod = rsurface.colormod;
2142 matrix4x4_t tempmatrix;
2143 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2144 if (r_trippy.integer && !notrippy)
2145 permutation |= SHADERPERMUTATION_TRIPPY;
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2147 permutation |= SHADERPERMUTATION_ALPHAKILL;
2148 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2149 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2150 if (rsurfacepass == RSURFPASS_BACKGROUND)
2152 // distorted background
2153 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2155 mode = SHADERMODE_WATER;
2156 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2158 // this is the right thing to do for wateralpha
2159 GL_BlendFunc(GL_ONE, GL_ZERO);
2160 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2164 // this is the right thing to do for entity alpha
2165 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2169 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2171 mode = SHADERMODE_REFRACTION;
2172 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2173 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2177 mode = SHADERMODE_GENERIC;
2178 permutation |= SHADERPERMUTATION_DIFFUSE;
2179 GL_BlendFunc(GL_ONE, GL_ZERO);
2180 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2182 if (vid.allowalphatocoverage)
2183 GL_AlphaToCoverage(false);
2185 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2187 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2189 switch(rsurface.texture->offsetmapping)
2191 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2192 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2193 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_OFF: break;
2197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2198 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2199 // normalmap (deferred prepass), may use alpha test on diffuse
2200 mode = SHADERMODE_DEFERREDGEOMETRY;
2201 GL_BlendFunc(GL_ONE, GL_ZERO);
2202 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2203 if (vid.allowalphatocoverage)
2204 GL_AlphaToCoverage(false);
2206 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2208 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2210 switch(rsurface.texture->offsetmapping)
2212 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2213 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2214 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215 case OFFSETMAPPING_OFF: break;
2218 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2219 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2221 mode = SHADERMODE_LIGHTSOURCE;
2222 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2223 permutation |= SHADERPERMUTATION_CUBEFILTER;
2224 if (diffusescale > 0)
2225 permutation |= SHADERPERMUTATION_DIFFUSE;
2226 if (specularscale > 0)
2227 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2228 if (r_refdef.fogenabled)
2229 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2230 if (rsurface.texture->colormapping)
2231 permutation |= SHADERPERMUTATION_COLORMAPPING;
2232 if (r_shadow_usingshadowmap2d)
2234 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2235 if(r_shadow_shadowmapvsdct)
2236 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2238 if (r_shadow_shadowmapsampler)
2239 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2240 if (r_shadow_shadowmappcf > 1)
2241 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2242 else if (r_shadow_shadowmappcf)
2243 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2245 if (rsurface.texture->reflectmasktexture)
2246 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2247 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2248 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2249 if (vid.allowalphatocoverage)
2250 GL_AlphaToCoverage(false);
2252 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2254 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2256 switch(rsurface.texture->offsetmapping)
2258 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2259 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2260 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261 case OFFSETMAPPING_OFF: break;
2264 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2265 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2266 // unshaded geometry (fullbright or ambient model lighting)
2267 mode = SHADERMODE_FLATCOLOR;
2268 ambientscale = diffusescale = specularscale = 0;
2269 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2270 permutation |= SHADERPERMUTATION_GLOW;
2271 if (r_refdef.fogenabled)
2272 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2273 if (rsurface.texture->colormapping)
2274 permutation |= SHADERPERMUTATION_COLORMAPPING;
2275 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2277 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2278 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2280 if (r_shadow_shadowmapsampler)
2281 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2282 if (r_shadow_shadowmappcf > 1)
2283 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2284 else if (r_shadow_shadowmappcf)
2285 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2287 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2288 permutation |= SHADERPERMUTATION_REFLECTION;
2289 if (rsurface.texture->reflectmasktexture)
2290 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2291 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2292 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293 // when using alphatocoverage, we don't need alphakill
2294 if (vid.allowalphatocoverage)
2296 if (r_transparent_alphatocoverage.integer)
2298 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2299 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2302 GL_AlphaToCoverage(false);
2305 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2307 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2309 switch(rsurface.texture->offsetmapping)
2311 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2312 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2313 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314 case OFFSETMAPPING_OFF: break;
2317 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2318 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2319 // directional model lighting
2320 mode = SHADERMODE_LIGHTDIRECTION;
2321 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2322 permutation |= SHADERPERMUTATION_GLOW;
2323 permutation |= SHADERPERMUTATION_DIFFUSE;
2324 if (specularscale > 0)
2325 permutation |= SHADERPERMUTATION_SPECULAR;
2326 if (r_refdef.fogenabled)
2327 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2328 if (rsurface.texture->colormapping)
2329 permutation |= SHADERPERMUTATION_COLORMAPPING;
2330 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2332 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2333 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2335 if (r_shadow_shadowmapsampler)
2336 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2337 if (r_shadow_shadowmappcf > 1)
2338 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2339 else if (r_shadow_shadowmappcf)
2340 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2343 permutation |= SHADERPERMUTATION_REFLECTION;
2344 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2345 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2346 if (rsurface.texture->reflectmasktexture)
2347 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2348 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2350 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2351 if (r_shadow_bouncegriddirectional)
2352 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2354 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2355 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356 // when using alphatocoverage, we don't need alphakill
2357 if (vid.allowalphatocoverage)
2359 if (r_transparent_alphatocoverage.integer)
2361 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2362 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2365 GL_AlphaToCoverage(false);
2368 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2370 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2372 switch(rsurface.texture->offsetmapping)
2374 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2375 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2376 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377 case OFFSETMAPPING_OFF: break;
2380 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2381 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2382 // ambient model lighting
2383 mode = SHADERMODE_LIGHTDIRECTION;
2384 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2385 permutation |= SHADERPERMUTATION_GLOW;
2386 if (r_refdef.fogenabled)
2387 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2388 if (rsurface.texture->colormapping)
2389 permutation |= SHADERPERMUTATION_COLORMAPPING;
2390 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2392 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2393 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2395 if (r_shadow_shadowmapsampler)
2396 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2397 if (r_shadow_shadowmappcf > 1)
2398 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2399 else if (r_shadow_shadowmappcf)
2400 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2402 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403 permutation |= SHADERPERMUTATION_REFLECTION;
2404 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406 if (rsurface.texture->reflectmasktexture)
2407 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2410 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411 if (r_shadow_bouncegriddirectional)
2412 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2414 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416 // when using alphatocoverage, we don't need alphakill
2417 if (vid.allowalphatocoverage)
2419 if (r_transparent_alphatocoverage.integer)
2421 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2425 GL_AlphaToCoverage(false);
2430 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2432 switch(rsurface.texture->offsetmapping)
2434 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437 case OFFSETMAPPING_OFF: break;
2440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2443 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2444 permutation |= SHADERPERMUTATION_GLOW;
2445 if (r_refdef.fogenabled)
2446 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2447 if (rsurface.texture->colormapping)
2448 permutation |= SHADERPERMUTATION_COLORMAPPING;
2449 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2451 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2452 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2454 if (r_shadow_shadowmapsampler)
2455 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2456 if (r_shadow_shadowmappcf > 1)
2457 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2458 else if (r_shadow_shadowmappcf)
2459 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2462 permutation |= SHADERPERMUTATION_REFLECTION;
2463 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2464 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2465 if (rsurface.texture->reflectmasktexture)
2466 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2467 if (FAKELIGHT_ENABLED)
2469 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2470 mode = SHADERMODE_FAKELIGHT;
2471 permutation |= SHADERPERMUTATION_DIFFUSE;
2472 if (specularscale > 0)
2473 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2475 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2477 // deluxemapping (light direction texture)
2478 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2481 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2482 permutation |= SHADERPERMUTATION_DIFFUSE;
2483 if (specularscale > 0)
2484 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2486 else if (r_glsl_deluxemapping.integer >= 2)
2488 // fake deluxemapping (uniform light direction in tangentspace)
2489 if (rsurface.uselightmaptexture)
2490 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2492 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2493 permutation |= SHADERPERMUTATION_DIFFUSE;
2494 if (specularscale > 0)
2495 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2497 else if (rsurface.uselightmaptexture)
2499 // ordinary lightmapping (q1bsp, q3bsp)
2500 mode = SHADERMODE_LIGHTMAP;
2504 // ordinary vertex coloring (q3bsp)
2505 mode = SHADERMODE_VERTEXCOLOR;
2507 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2509 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2510 if (r_shadow_bouncegriddirectional)
2511 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2513 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2514 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515 // when using alphatocoverage, we don't need alphakill
2516 if (vid.allowalphatocoverage)
2518 if (r_transparent_alphatocoverage.integer)
2520 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2521 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2524 GL_AlphaToCoverage(false);
2527 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2528 colormod = dummy_colormod;
2529 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2530 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2531 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2532 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2533 switch(vid.renderpath)
2535 case RENDERPATH_D3D9:
2537 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2538 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2539 R_SetupShader_SetPermutationHLSL(mode, permutation);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2541 if (mode == SHADERMODE_LIGHTSOURCE)
2543 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2544 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2548 if (mode == SHADERMODE_LIGHTDIRECTION)
2550 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2553 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2554 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2555 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2556 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2557 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2559 if (mode == SHADERMODE_LIGHTSOURCE)
2561 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2564 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2565 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2567 // additive passes are only darkened by fog, not tinted
2568 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2569 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2573 if (mode == SHADERMODE_FLATCOLOR)
2575 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2577 else if (mode == SHADERMODE_LIGHTDIRECTION)
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2583 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2584 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2585 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2592 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2593 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2595 // additive passes are only darkened by fog, not tinted
2596 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2597 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2599 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2600 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2601 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2603 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2604 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2606 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2607 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2608 if (mode == SHADERMODE_WATER)
2609 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2611 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2612 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2613 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2614 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2615 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2616 if (rsurface.texture->pantstexture)
2617 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2619 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2620 if (rsurface.texture->shirttexture)
2621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2623 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2624 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2625 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2626 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2627 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2628 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2629 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2630 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2631 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2634 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2635 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2636 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2637 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2639 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2640 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2641 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2642 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2643 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2645 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2646 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2647 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2648 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2649 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2650 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2651 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2652 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2653 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2654 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2655 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2656 if (rsurfacepass == RSURFPASS_BACKGROUND)
2658 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2659 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2660 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2664 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2666 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2667 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2668 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2669 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2670 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2672 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2673 if (rsurface.rtlight)
2675 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2676 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2681 case RENDERPATH_D3D10:
2682 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2684 case RENDERPATH_D3D11:
2685 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2687 case RENDERPATH_GL20:
2688 case RENDERPATH_GLES2:
2689 if (!vid.useinterleavedarrays)
2691 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2692 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2693 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2694 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2695 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2696 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2697 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2698 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2702 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2703 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2705 R_SetupShader_SetPermutationGLSL(mode, permutation);
2706 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2707 if (mode == SHADERMODE_LIGHTSOURCE)
2709 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2710 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2711 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2712 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2713 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2714 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2716 // additive passes are only darkened by fog, not tinted
2717 if (r_glsl_permutation->loc_FogColor >= 0)
2718 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2719 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2723 if (mode == SHADERMODE_FLATCOLOR)
2725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2727 else if (mode == SHADERMODE_LIGHTDIRECTION)
2729 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2730 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2731 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2732 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2733 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2734 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2735 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2739 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2740 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2741 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2742 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2743 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2745 // additive passes are only darkened by fog, not tinted
2746 if (r_glsl_permutation->loc_FogColor >= 0)
2748 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2749 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2751 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2753 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2754 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2755 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2756 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2757 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2758 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2759 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2760 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2761 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2763 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2764 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2765 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2766 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2767 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2769 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2770 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2771 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2772 if (r_glsl_permutation->loc_Color_Pants >= 0)
2774 if (rsurface.texture->pantstexture)
2775 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2777 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2779 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2781 if (rsurface.texture->shirttexture)
2782 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2784 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2786 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2787 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2788 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2789 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2790 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2791 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2792 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2793 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2796 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2797 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2798 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2799 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2800 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2801 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2803 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2804 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2805 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2806 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2807 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2808 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2809 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2810 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2811 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2812 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2813 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2814 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2815 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2816 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2817 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2818 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2819 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2820 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2821 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2822 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2823 if (rsurfacepass == RSURFPASS_BACKGROUND)
2825 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2826 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2827 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2831 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2833 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2834 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2835 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2836 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2837 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2839 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2840 if (rsurface.rtlight)
2842 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2843 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2846 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2849 case RENDERPATH_GL11:
2850 case RENDERPATH_GL13:
2851 case RENDERPATH_GLES1:
2853 case RENDERPATH_SOFT:
2854 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2855 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2856 R_SetupShader_SetPermutationSoft(mode, permutation);
2857 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2858 if (mode == SHADERMODE_LIGHTSOURCE)
2860 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2867 // additive passes are only darkened by fog, not tinted
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2869 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2873 if (mode == SHADERMODE_FLATCOLOR)
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2877 else if (mode == SHADERMODE_LIGHTDIRECTION)
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2891 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2895 // additive passes are only darkened by fog, not tinted
2896 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2900 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2901 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2903 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2904 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2905 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2906 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2907 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2908 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2910 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2911 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2912 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2913 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2914 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2916 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2918 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2919 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2921 if (rsurface.texture->pantstexture)
2922 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2924 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2926 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2928 if (rsurface.texture->shirttexture)
2929 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2931 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2933 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2934 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2935 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2936 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2937 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2938 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2939 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2940 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2943 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2944 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2945 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2946 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2948 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2949 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2950 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2951 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2952 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2953 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2954 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2955 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2956 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2957 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2958 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2959 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2960 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2961 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2962 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2963 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2964 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2965 if (rsurfacepass == RSURFPASS_BACKGROUND)
2967 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2968 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2969 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2973 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2975 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2976 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2977 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2978 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2979 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2981 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2982 if (rsurface.rtlight)
2984 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2985 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2992 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2994 // select a permutation of the lighting shader appropriate to this
2995 // combination of texture, entity, light source, and fogging, only use the
2996 // minimum features necessary to avoid wasting rendering time in the
2997 // fragment shader on features that are not being used
2998 unsigned int permutation = 0;
2999 unsigned int mode = 0;
3000 const float *lightcolorbase = rtlight->currentcolor;
3001 float ambientscale = rtlight->ambientscale;
3002 float diffusescale = rtlight->diffusescale;
3003 float specularscale = rtlight->specularscale;
3004 // this is the location of the light in view space
3005 vec3_t viewlightorigin;
3006 // this transforms from view space (camera) to light space (cubemap)
3007 matrix4x4_t viewtolight;
3008 matrix4x4_t lighttoview;
3009 float viewtolight16f[16];
3010 float range = 1.0f / r_shadow_deferred_8bitrange.value;
3012 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3013 if (rtlight->currentcubemap != r_texture_whitecube)
3014 permutation |= SHADERPERMUTATION_CUBEFILTER;
3015 if (diffusescale > 0)
3016 permutation |= SHADERPERMUTATION_DIFFUSE;
3017 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3018 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3019 if (r_shadow_usingshadowmap2d)
3021 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3022 if (r_shadow_shadowmapvsdct)
3023 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3025 if (r_shadow_shadowmapsampler)
3026 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3027 if (r_shadow_shadowmappcf > 1)
3028 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3029 else if (r_shadow_shadowmappcf)
3030 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3032 if (vid.allowalphatocoverage)
3033 GL_AlphaToCoverage(false);
3034 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3035 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3036 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3037 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3038 switch(vid.renderpath)
3040 case RENDERPATH_D3D9:
3042 R_SetupShader_SetPermutationHLSL(mode, permutation);
3043 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3044 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3045 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3046 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3047 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3048 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3049 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3050 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3051 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3054 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3055 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3056 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3057 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3058 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3059 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3062 case RENDERPATH_D3D10:
3063 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3065 case RENDERPATH_D3D11:
3066 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3068 case RENDERPATH_GL20:
3069 case RENDERPATH_GLES2:
3070 R_SetupShader_SetPermutationGLSL(mode, permutation);
3071 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3072 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3073 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3074 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3075 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3076 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3077 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3078 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3079 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3080 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3082 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3083 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3084 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3085 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3086 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3087 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3089 case RENDERPATH_GL11:
3090 case RENDERPATH_GL13:
3091 case RENDERPATH_GLES1:
3093 case RENDERPATH_SOFT:
3094 R_SetupShader_SetPermutationGLSL(mode, permutation);
3095 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3096 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3097 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3098 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3099 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3100 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3101 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3102 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3103 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3104 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3106 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3107 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3108 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3109 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3110 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3111 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3116 #define SKINFRAME_HASH 1024
3120 int loadsequence; // incremented each level change
3121 memexpandablearray_t array;
3122 skinframe_t *hash[SKINFRAME_HASH];
3125 r_skinframe_t r_skinframe;
3127 void R_SkinFrame_PrepareForPurge(void)
3129 r_skinframe.loadsequence++;
3130 // wrap it without hitting zero
3131 if (r_skinframe.loadsequence >= 200)
3132 r_skinframe.loadsequence = 1;
3135 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3139 // mark the skinframe as used for the purging code
3140 skinframe->loadsequence = r_skinframe.loadsequence;
3143 void R_SkinFrame_Purge(void)
3147 for (i = 0;i < SKINFRAME_HASH;i++)
3149 for (s = r_skinframe.hash[i];s;s = s->next)
3151 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3153 if (s->merged == s->base)
3155 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3156 R_PurgeTexture(s->stain );s->stain = NULL;
3157 R_PurgeTexture(s->merged);s->merged = NULL;
3158 R_PurgeTexture(s->base );s->base = NULL;
3159 R_PurgeTexture(s->pants );s->pants = NULL;
3160 R_PurgeTexture(s->shirt );s->shirt = NULL;
3161 R_PurgeTexture(s->nmap );s->nmap = NULL;
3162 R_PurgeTexture(s->gloss );s->gloss = NULL;
3163 R_PurgeTexture(s->glow );s->glow = NULL;
3164 R_PurgeTexture(s->fog );s->fog = NULL;
3165 R_PurgeTexture(s->reflect);s->reflect = NULL;
3166 s->loadsequence = 0;
3172 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3174 char basename[MAX_QPATH];
3176 Image_StripImageExtension(name, basename, sizeof(basename));
3178 if( last == NULL ) {
3180 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3181 item = r_skinframe.hash[hashindex];
3186 // linearly search through the hash bucket
3187 for( ; item ; item = item->next ) {
3188 if( !strcmp( item->basename, basename ) ) {
3195 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3199 char basename[MAX_QPATH];
3201 Image_StripImageExtension(name, basename, sizeof(basename));
3203 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3204 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3205 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3209 rtexture_t *dyntexture;
3210 // check whether its a dynamic texture
3211 dyntexture = CL_GetDynTexture( basename );
3212 if (!add && !dyntexture)
3214 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3215 memset(item, 0, sizeof(*item));
3216 strlcpy(item->basename, basename, sizeof(item->basename));
3217 item->base = dyntexture; // either NULL or dyntexture handle
3218 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3219 item->comparewidth = comparewidth;
3220 item->compareheight = compareheight;
3221 item->comparecrc = comparecrc;
3222 item->next = r_skinframe.hash[hashindex];
3223 r_skinframe.hash[hashindex] = item;
3225 else if (textureflags & TEXF_FORCE_RELOAD)
3227 rtexture_t *dyntexture;
3228 // check whether its a dynamic texture
3229 dyntexture = CL_GetDynTexture( basename );
3230 if (!add && !dyntexture)
3232 if (item->merged == item->base)
3233 item->merged = NULL;
3234 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3235 R_PurgeTexture(item->stain );item->stain = NULL;
3236 R_PurgeTexture(item->merged);item->merged = NULL;
3237 R_PurgeTexture(item->base );item->base = NULL;
3238 R_PurgeTexture(item->pants );item->pants = NULL;
3239 R_PurgeTexture(item->shirt );item->shirt = NULL;
3240 R_PurgeTexture(item->nmap );item->nmap = NULL;
3241 R_PurgeTexture(item->gloss );item->gloss = NULL;
3242 R_PurgeTexture(item->glow );item->glow = NULL;
3243 R_PurgeTexture(item->fog );item->fog = NULL;
3244 R_PurgeTexture(item->reflect);item->reflect = NULL;
3245 item->loadsequence = 0;
3247 else if( item->base == NULL )
3249 rtexture_t *dyntexture;
3250 // check whether its a dynamic texture
3251 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3252 dyntexture = CL_GetDynTexture( basename );
3253 item->base = dyntexture; // either NULL or dyntexture handle
3256 R_SkinFrame_MarkUsed(item);
3260 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3262 unsigned long long avgcolor[5], wsum; \
3270 for(pix = 0; pix < cnt; ++pix) \
3273 for(comp = 0; comp < 3; ++comp) \
3275 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3278 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3280 for(comp = 0; comp < 3; ++comp) \
3281 avgcolor[comp] += getpixel * w; \
3284 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3285 avgcolor[4] += getpixel; \
3287 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3289 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3290 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3291 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3292 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3295 extern cvar_t gl_picmip;
3296 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3299 unsigned char *pixels;
3300 unsigned char *bumppixels;
3301 unsigned char *basepixels = NULL;
3302 int basepixels_width = 0;
3303 int basepixels_height = 0;
3304 skinframe_t *skinframe;
3305 rtexture_t *ddsbase = NULL;
3306 qboolean ddshasalpha = false;
3307 float ddsavgcolor[4];
3308 char basename[MAX_QPATH];
3309 int miplevel = R_PicmipForFlags(textureflags);
3310 int savemiplevel = miplevel;
3313 if (cls.state == ca_dedicated)
3316 // return an existing skinframe if already loaded
3317 // if loading of the first image fails, don't make a new skinframe as it
3318 // would cause all future lookups of this to be missing
3319 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3320 if (skinframe && skinframe->base)
3323 Image_StripImageExtension(name, basename, sizeof(basename));
3325 // check for DDS texture file first
3326 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3328 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3329 if (basepixels == NULL)
3333 // FIXME handle miplevel
3335 if (developer_loading.integer)
3336 Con_Printf("loading skin \"%s\"\n", name);
3338 // we've got some pixels to store, so really allocate this new texture now
3340 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3341 textureflags &= ~TEXF_FORCE_RELOAD;
3342 skinframe->stain = NULL;
3343 skinframe->merged = NULL;
3344 skinframe->base = NULL;
3345 skinframe->pants = NULL;
3346 skinframe->shirt = NULL;
3347 skinframe->nmap = NULL;
3348 skinframe->gloss = NULL;
3349 skinframe->glow = NULL;
3350 skinframe->fog = NULL;
3351 skinframe->reflect = NULL;
3352 skinframe->hasalpha = false;
3356 skinframe->base = ddsbase;
3357 skinframe->hasalpha = ddshasalpha;
3358 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3359 if (r_loadfog && skinframe->hasalpha)
3360 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3361 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3365 basepixels_width = image_width;
3366 basepixels_height = image_height;
3367 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3368 if (textureflags & TEXF_ALPHA)
3370 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3372 if (basepixels[j] < 255)
3374 skinframe->hasalpha = true;
3378 if (r_loadfog && skinframe->hasalpha)
3380 // has transparent pixels
3381 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3382 for (j = 0;j < image_width * image_height * 4;j += 4)
3387 pixels[j+3] = basepixels[j+3];
3389 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3393 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3395 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3397 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3398 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3399 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3405 mymiplevel = savemiplevel;
3406 if (r_loadnormalmap)
3407 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3408 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3410 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3416 // _norm is the name used by tenebrae and has been adopted as standard
3417 if (r_loadnormalmap && skinframe->nmap == NULL)
3419 mymiplevel = savemiplevel;
3420 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3422 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3426 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3428 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3429 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3430 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3432 Mem_Free(bumppixels);
3434 else if (r_shadow_bumpscale_basetexture.value > 0)
3436 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3437 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3438 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3443 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3447 // _luma is supported only for tenebrae compatibility
3448 // _glow is the preferred name
3449 mymiplevel = savemiplevel;
3450 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3452 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3454 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3455 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3457 Mem_Free(pixels);pixels = NULL;
3460 mymiplevel = savemiplevel;
3461 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3463 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3466 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3472 mymiplevel = savemiplevel;
3473 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3475 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3478 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3484 mymiplevel = savemiplevel;
3485 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3487 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3489 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3490 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3496 mymiplevel = savemiplevel;
3497 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3499 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3501 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3502 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3509 Mem_Free(basepixels);
3514 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3515 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3518 unsigned char *temp1, *temp2;
3519 skinframe_t *skinframe;
3521 if (cls.state == ca_dedicated)
3524 // if already loaded just return it, otherwise make a new skinframe
3525 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3526 if (skinframe && skinframe->base)
3528 textureflags &= ~TEXF_FORCE_RELOAD;
3530 skinframe->stain = NULL;
3531 skinframe->merged = NULL;
3532 skinframe->base = NULL;
3533 skinframe->pants = NULL;
3534 skinframe->shirt = NULL;
3535 skinframe->nmap = NULL;
3536 skinframe->gloss = NULL;
3537 skinframe->glow = NULL;
3538 skinframe->fog = NULL;
3539 skinframe->reflect = NULL;
3540 skinframe->hasalpha = false;
3542 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3546 if (developer_loading.integer)
3547 Con_Printf("loading 32bit skin \"%s\"\n", name);
3549 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3551 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3552 temp2 = temp1 + width * height * 4;
3553 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3554 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3557 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3558 if (textureflags & TEXF_ALPHA)
3560 for (i = 3;i < width * height * 4;i += 4)
3562 if (skindata[i] < 255)
3564 skinframe->hasalpha = true;
3568 if (r_loadfog && skinframe->hasalpha)
3570 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3571 memcpy(fogpixels, skindata, width * height * 4);
3572 for (i = 0;i < width * height * 4;i += 4)
3573 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3574 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3575 Mem_Free(fogpixels);
3579 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3580 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3585 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3589 skinframe_t *skinframe;
3591 if (cls.state == ca_dedicated)
3594 // if already loaded just return it, otherwise make a new skinframe
3595 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3596 if (skinframe && skinframe->base)
3598 textureflags &= ~TEXF_FORCE_RELOAD;
3600 skinframe->stain = NULL;
3601 skinframe->merged = NULL;
3602 skinframe->base = NULL;
3603 skinframe->pants = NULL;
3604 skinframe->shirt = NULL;
3605 skinframe->nmap = NULL;
3606 skinframe->gloss = NULL;
3607 skinframe->glow = NULL;
3608 skinframe->fog = NULL;
3609 skinframe->reflect = NULL;
3610 skinframe->hasalpha = false;
3612 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3616 if (developer_loading.integer)
3617 Con_Printf("loading quake skin \"%s\"\n", name);
3619 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3620 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3621 memcpy(skinframe->qpixels, skindata, width*height);
3622 skinframe->qwidth = width;
3623 skinframe->qheight = height;
3626 for (i = 0;i < width * height;i++)
3627 featuresmask |= palette_featureflags[skindata[i]];
3629 skinframe->hasalpha = false;
3630 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3631 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3632 skinframe->qgeneratemerged = true;
3633 skinframe->qgeneratebase = skinframe->qhascolormapping;
3634 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3636 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3637 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3642 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3646 unsigned char *skindata;
3648 if (!skinframe->qpixels)
3651 if (!skinframe->qhascolormapping)
3652 colormapped = false;
3656 if (!skinframe->qgeneratebase)
3661 if (!skinframe->qgeneratemerged)
3665 width = skinframe->qwidth;
3666 height = skinframe->qheight;
3667 skindata = skinframe->qpixels;
3669 if (skinframe->qgeneratenmap)
3671 unsigned char *temp1, *temp2;
3672 skinframe->qgeneratenmap = false;
3673 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3674 temp2 = temp1 + width * height * 4;
3675 // use either a custom palette or the quake palette
3676 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3677 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3678 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3682 if (skinframe->qgenerateglow)
3684 skinframe->qgenerateglow = false;
3685 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3690 skinframe->qgeneratebase = false;
3691 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3692 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3693 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3697 skinframe->qgeneratemerged = false;
3698 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3701 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3703 Mem_Free(skinframe->qpixels);
3704 skinframe->qpixels = NULL;
3708 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3711 skinframe_t *skinframe;
3713 if (cls.state == ca_dedicated)
3716 // if already loaded just return it, otherwise make a new skinframe
3717 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3718 if (skinframe && skinframe->base)
3720 textureflags &= ~TEXF_FORCE_RELOAD;
3722 skinframe->stain = NULL;
3723 skinframe->merged = NULL;
3724 skinframe->base = NULL;
3725 skinframe->pants = NULL;
3726 skinframe->shirt = NULL;
3727 skinframe->nmap = NULL;
3728 skinframe->gloss = NULL;
3729 skinframe->glow = NULL;
3730 skinframe->fog = NULL;
3731 skinframe->reflect = NULL;
3732 skinframe->hasalpha = false;
3734 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3738 if (developer_loading.integer)
3739 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3741 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3742 if (textureflags & TEXF_ALPHA)
3744 for (i = 0;i < width * height;i++)
3746 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3748 skinframe->hasalpha = true;
3752 if (r_loadfog && skinframe->hasalpha)
3753 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3756 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3757 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3762 skinframe_t *R_SkinFrame_LoadMissing(void)
3764 skinframe_t *skinframe;
3766 if (cls.state == ca_dedicated)
3769 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3770 skinframe->stain = NULL;
3771 skinframe->merged = NULL;
3772 skinframe->base = NULL;
3773 skinframe->pants = NULL;
3774 skinframe->shirt = NULL;
3775 skinframe->nmap = NULL;
3776 skinframe->gloss = NULL;
3777 skinframe->glow = NULL;
3778 skinframe->fog = NULL;
3779 skinframe->reflect = NULL;
3780 skinframe->hasalpha = false;
3782 skinframe->avgcolor[0] = rand() / RAND_MAX;
3783 skinframe->avgcolor[1] = rand() / RAND_MAX;
3784 skinframe->avgcolor[2] = rand() / RAND_MAX;
3785 skinframe->avgcolor[3] = 1;
3790 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3791 typedef struct suffixinfo_s
3794 qboolean flipx, flipy, flipdiagonal;
3797 static suffixinfo_t suffix[3][6] =
3800 {"px", false, false, false},
3801 {"nx", false, false, false},
3802 {"py", false, false, false},
3803 {"ny", false, false, false},
3804 {"pz", false, false, false},
3805 {"nz", false, false, false}
3808 {"posx", false, false, false},
3809 {"negx", false, false, false},
3810 {"posy", false, false, false},
3811 {"negy", false, false, false},
3812 {"posz", false, false, false},
3813 {"negz", false, false, false}
3816 {"rt", true, false, true},
3817 {"lf", false, true, true},
3818 {"ft", true, true, false},
3819 {"bk", false, false, false},
3820 {"up", true, false, true},
3821 {"dn", true, false, true}
3825 static int componentorder[4] = {0, 1, 2, 3};
3827 rtexture_t *R_LoadCubemap(const char *basename)
3829 int i, j, cubemapsize;
3830 unsigned char *cubemappixels, *image_buffer;
3831 rtexture_t *cubemaptexture;
3833 // must start 0 so the first loadimagepixels has no requested width/height
3835 cubemappixels = NULL;
3836 cubemaptexture = NULL;
3837 // keep trying different suffix groups (posx, px, rt) until one loads
3838 for (j = 0;j < 3 && !cubemappixels;j++)
3840 // load the 6 images in the suffix group
3841 for (i = 0;i < 6;i++)
3843 // generate an image name based on the base and and suffix
3844 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3846 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3848 // an image loaded, make sure width and height are equal
3849 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3851 // if this is the first image to load successfully, allocate the cubemap memory
3852 if (!cubemappixels && image_width >= 1)
3854 cubemapsize = image_width;
3855 // note this clears to black, so unavailable sides are black
3856 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3858 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3860 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3863 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3865 Mem_Free(image_buffer);
3869 // if a cubemap loaded, upload it
3872 if (developer_loading.integer)
3873 Con_Printf("loading cubemap \"%s\"\n", basename);
3875 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3876 Mem_Free(cubemappixels);
3880 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3881 if (developer_loading.integer)
3883 Con_Printf("(tried tried images ");
3884 for (j = 0;j < 3;j++)
3885 for (i = 0;i < 6;i++)
3886 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3887 Con_Print(" and was unable to find any of them).\n");
3890 return cubemaptexture;
3893 rtexture_t *R_GetCubemap(const char *basename)
3896 for (i = 0;i < r_texture_numcubemaps;i++)
3897 if (r_texture_cubemaps[i] != NULL)
3898 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3899 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3900 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3901 return r_texture_whitecube;
3902 r_texture_numcubemaps++;
3903 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3904 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3905 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3906 return r_texture_cubemaps[i]->texture;
3909 void R_FreeCubemap(const char *basename)
3913 for (i = 0;i < r_texture_numcubemaps;i++)
3915 if (r_texture_cubemaps[i] != NULL)
3917 if (r_texture_cubemaps[i]->texture)
3919 if (developer_loading.integer)
3920 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3921 R_FreeTexture(r_texture_cubemaps[i]->texture);
3922 Mem_Free(r_texture_cubemaps[i]);
3923 r_texture_cubemaps[i] = NULL;
3929 void R_FreeCubemaps(void)
3932 for (i = 0;i < r_texture_numcubemaps;i++)
3934 if (developer_loading.integer)
3935 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3936 if (r_texture_cubemaps[i] != NULL)
3938 if (r_texture_cubemaps[i]->texture)
3939 R_FreeTexture(r_texture_cubemaps[i]->texture);
3940 Mem_Free(r_texture_cubemaps[i]);
3943 r_texture_numcubemaps = 0;
3946 void R_Main_FreeViewCache(void)
3948 if (r_refdef.viewcache.entityvisible)
3949 Mem_Free(r_refdef.viewcache.entityvisible);
3950 if (r_refdef.viewcache.world_pvsbits)
3951 Mem_Free(r_refdef.viewcache.world_pvsbits);
3952 if (r_refdef.viewcache.world_leafvisible)
3953 Mem_Free(r_refdef.viewcache.world_leafvisible);
3954 if (r_refdef.viewcache.world_surfacevisible)
3955 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3956 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3959 void R_Main_ResizeViewCache(void)
3961 int numentities = r_refdef.scene.numentities;
3962 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3963 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3964 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3965 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3966 if (r_refdef.viewcache.maxentities < numentities)
3968 r_refdef.viewcache.maxentities = numentities;
3969 if (r_refdef.viewcache.entityvisible)
3970 Mem_Free(r_refdef.viewcache.entityvisible);
3971 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3973 if (r_refdef.viewcache.world_numclusters != numclusters)
3975 r_refdef.viewcache.world_numclusters = numclusters;
3976 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3977 if (r_refdef.viewcache.world_pvsbits)
3978 Mem_Free(r_refdef.viewcache.world_pvsbits);
3979 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3981 if (r_refdef.viewcache.world_numleafs != numleafs)
3983 r_refdef.viewcache.world_numleafs = numleafs;
3984 if (r_refdef.viewcache.world_leafvisible)
3985 Mem_Free(r_refdef.viewcache.world_leafvisible);
3986 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3988 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3990 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3991 if (r_refdef.viewcache.world_surfacevisible)
3992 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3993 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3997 extern rtexture_t *loadingscreentexture;
3998 void gl_main_start(void)
4000 loadingscreentexture = NULL;
4001 r_texture_blanknormalmap = NULL;
4002 r_texture_white = NULL;
4003 r_texture_grey128 = NULL;
4004 r_texture_black = NULL;
4005 r_texture_whitecube = NULL;
4006 r_texture_normalizationcube = NULL;
4007 r_texture_fogattenuation = NULL;
4008 r_texture_fogheighttexture = NULL;
4009 r_texture_gammaramps = NULL;
4010 r_texture_numcubemaps = 0;
4012 r_loaddds = r_texture_dds_load.integer != 0;
4013 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4015 switch(vid.renderpath)
4017 case RENDERPATH_GL20:
4018 case RENDERPATH_D3D9:
4019 case RENDERPATH_D3D10:
4020 case RENDERPATH_D3D11:
4021 case RENDERPATH_SOFT:
4022 case RENDERPATH_GLES2:
4023 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024 Cvar_SetValueQuick(&gl_combine, 1);
4025 Cvar_SetValueQuick(&r_glsl, 1);
4026 r_loadnormalmap = true;
4030 case RENDERPATH_GL13:
4031 case RENDERPATH_GLES1:
4032 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4033 Cvar_SetValueQuick(&gl_combine, 1);
4034 Cvar_SetValueQuick(&r_glsl, 0);
4035 r_loadnormalmap = false;
4036 r_loadgloss = false;
4039 case RENDERPATH_GL11:
4040 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4041 Cvar_SetValueQuick(&gl_combine, 0);
4042 Cvar_SetValueQuick(&r_glsl, 0);
4043 r_loadnormalmap = false;
4044 r_loadgloss = false;
4050 R_FrameData_Reset();
4054 memset(r_queries, 0, sizeof(r_queries));
4056 r_qwskincache = NULL;
4057 r_qwskincache_size = 0;
4059 // due to caching of texture_t references, the collision cache must be reset
4060 Collision_Cache_Reset(true);
4062 // set up r_skinframe loading system for textures
4063 memset(&r_skinframe, 0, sizeof(r_skinframe));
4064 r_skinframe.loadsequence = 1;
4065 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4067 r_main_texturepool = R_AllocTexturePool();
4068 R_BuildBlankTextures();
4070 if (vid.support.arb_texture_cube_map)
4073 R_BuildNormalizationCube();
4075 r_texture_fogattenuation = NULL;
4076 r_texture_fogheighttexture = NULL;
4077 r_texture_gammaramps = NULL;
4078 //r_texture_fogintensity = NULL;
4079 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4080 memset(&r_waterstate, 0, sizeof(r_waterstate));
4081 r_glsl_permutation = NULL;
4082 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4083 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4084 glslshaderstring = NULL;
4086 r_hlsl_permutation = NULL;
4087 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4088 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4090 hlslshaderstring = NULL;
4091 memset(&r_svbsp, 0, sizeof (r_svbsp));
4093 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4094 r_texture_numcubemaps = 0;
4096 r_refdef.fogmasktable_density = 0;
4099 void gl_main_shutdown(void)
4102 R_FrameData_Reset();
4104 R_Main_FreeViewCache();
4106 switch(vid.renderpath)
4108 case RENDERPATH_GL11:
4109 case RENDERPATH_GL13:
4110 case RENDERPATH_GL20:
4111 case RENDERPATH_GLES1:
4112 case RENDERPATH_GLES2:
4113 #ifdef GL_SAMPLES_PASSED_ARB
4115 qglDeleteQueriesARB(r_maxqueries, r_queries);
4118 case RENDERPATH_D3D9:
4119 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4121 case RENDERPATH_D3D10:
4122 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4124 case RENDERPATH_D3D11:
4125 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4127 case RENDERPATH_SOFT:
4133 memset(r_queries, 0, sizeof(r_queries));
4135 r_qwskincache = NULL;
4136 r_qwskincache_size = 0;
4138 // clear out the r_skinframe state
4139 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4140 memset(&r_skinframe, 0, sizeof(r_skinframe));
4143 Mem_Free(r_svbsp.nodes);
4144 memset(&r_svbsp, 0, sizeof (r_svbsp));
4145 R_FreeTexturePool(&r_main_texturepool);
4146 loadingscreentexture = NULL;
4147 r_texture_blanknormalmap = NULL;
4148 r_texture_white = NULL;
4149 r_texture_grey128 = NULL;
4150 r_texture_black = NULL;
4151 r_texture_whitecube = NULL;
4152 r_texture_normalizationcube = NULL;
4153 r_texture_fogattenuation = NULL;
4154 r_texture_fogheighttexture = NULL;
4155 r_texture_gammaramps = NULL;
4156 r_texture_numcubemaps = 0;
4157 //r_texture_fogintensity = NULL;
4158 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4159 memset(&r_waterstate, 0, sizeof(r_waterstate));
4162 r_glsl_permutation = NULL;
4163 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4164 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4165 glslshaderstring = NULL;
4167 r_hlsl_permutation = NULL;
4168 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4169 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4171 hlslshaderstring = NULL;
4174 extern void CL_ParseEntityLump(char *entitystring);
4175 void gl_main_newmap(void)
4177 // FIXME: move this code to client
4178 char *entities, entname[MAX_QPATH];
4180 Mem_Free(r_qwskincache);
4181 r_qwskincache = NULL;
4182 r_qwskincache_size = 0;
4185 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4186 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4188 CL_ParseEntityLump(entities);
4192 if (cl.worldmodel->brush.entities)
4193 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4195 R_Main_FreeViewCache();
4197 R_FrameData_Reset();
4200 void GL_Main_Init(void)
4202 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4204 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4205 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4206 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4207 if (gamemode == GAME_NEHAHRA)
4209 Cvar_RegisterVariable (&gl_fogenable);
4210 Cvar_RegisterVariable (&gl_fogdensity);
4211 Cvar_RegisterVariable (&gl_fogred);
4212 Cvar_RegisterVariable (&gl_foggreen);
4213 Cvar_RegisterVariable (&gl_fogblue);
4214 Cvar_RegisterVariable (&gl_fogstart);
4215 Cvar_RegisterVariable (&gl_fogend);
4216 Cvar_RegisterVariable (&gl_skyclip);
4218 Cvar_RegisterVariable(&r_motionblur);
4219 Cvar_RegisterVariable(&r_damageblur);
4220 Cvar_RegisterVariable(&r_motionblur_averaging);
4221 Cvar_RegisterVariable(&r_motionblur_randomize);
4222 Cvar_RegisterVariable(&r_motionblur_minblur);
4223 Cvar_RegisterVariable(&r_motionblur_maxblur);
4224 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4225 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4226 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4227 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4228 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4229 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4230 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4231 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4232 Cvar_RegisterVariable(&r_equalize_entities_by);
4233 Cvar_RegisterVariable(&r_equalize_entities_to);
4234 Cvar_RegisterVariable(&r_depthfirst);
4235 Cvar_RegisterVariable(&r_useinfinitefarclip);
4236 Cvar_RegisterVariable(&r_farclip_base);
4237 Cvar_RegisterVariable(&r_farclip_world);
4238 Cvar_RegisterVariable(&r_nearclip);
4239 Cvar_RegisterVariable(&r_deformvertexes);
4240 Cvar_RegisterVariable(&r_transparent);
4241 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4242 Cvar_RegisterVariable(&r_showoverdraw);
4243 Cvar_RegisterVariable(&r_showbboxes);
4244 Cvar_RegisterVariable(&r_showsurfaces);
4245 Cvar_RegisterVariable(&r_showtris);
4246 Cvar_RegisterVariable(&r_shownormals);
4247 Cvar_RegisterVariable(&r_showlighting);
4248 Cvar_RegisterVariable(&r_showshadowvolumes);
4249 Cvar_RegisterVariable(&r_showcollisionbrushes);
4250 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4251 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4252 Cvar_RegisterVariable(&r_showdisabledepthtest);
4253 Cvar_RegisterVariable(&r_drawportals);
4254 Cvar_RegisterVariable(&r_drawentities);
4255 Cvar_RegisterVariable(&r_draw2d);
4256 Cvar_RegisterVariable(&r_drawworld);
4257 Cvar_RegisterVariable(&r_cullentities_trace);
4258 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4259 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4260 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4261 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4262 Cvar_RegisterVariable(&r_sortentities);
4263 Cvar_RegisterVariable(&r_drawviewmodel);
4264 Cvar_RegisterVariable(&r_drawexteriormodel);
4265 Cvar_RegisterVariable(&r_speeds);
4266 Cvar_RegisterVariable(&r_fullbrights);
4267 Cvar_RegisterVariable(&r_wateralpha);
4268 Cvar_RegisterVariable(&r_dynamic);
4269 Cvar_RegisterVariable(&r_fakelight);
4270 Cvar_RegisterVariable(&r_fakelight_intensity);
4271 Cvar_RegisterVariable(&r_fullbright);
4272 Cvar_RegisterVariable(&r_shadows);
4273 Cvar_RegisterVariable(&r_shadows_darken);
4274 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4275 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4276 Cvar_RegisterVariable(&r_shadows_throwdistance);
4277 Cvar_RegisterVariable(&r_shadows_throwdirection);
4278 Cvar_RegisterVariable(&r_shadows_focus);
4279 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4280 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4281 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4282 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4283 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4284 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4285 Cvar_RegisterVariable(&r_fog_exp2);
4286 Cvar_RegisterVariable(&r_fog_clear);
4287 Cvar_RegisterVariable(&r_drawfog);
4288 Cvar_RegisterVariable(&r_transparentdepthmasking);
4289 Cvar_RegisterVariable(&r_transparent_sortmindist);
4290 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4291 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4292 Cvar_RegisterVariable(&r_texture_dds_load);
4293 Cvar_RegisterVariable(&r_texture_dds_save);
4294 Cvar_RegisterVariable(&r_textureunits);
4295 Cvar_RegisterVariable(&gl_combine);
4296 Cvar_RegisterVariable(&r_viewfbo);
4297 Cvar_RegisterVariable(&r_viewscale);
4298 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4299 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4300 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4301 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4302 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4303 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4304 Cvar_RegisterVariable(&r_glsl);
4305 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4306 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4307 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4308 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4309 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4310 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4311 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4312 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4313 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4314 Cvar_RegisterVariable(&r_glsl_postprocess);
4315 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4316 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4317 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4318 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4319 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4320 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4321 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4322 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4324 Cvar_RegisterVariable(&r_water);
4325 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4326 Cvar_RegisterVariable(&r_water_clippingplanebias);
4327 Cvar_RegisterVariable(&r_water_refractdistort);
4328 Cvar_RegisterVariable(&r_water_reflectdistort);
4329 Cvar_RegisterVariable(&r_water_scissormode);
4330 Cvar_RegisterVariable(&r_water_lowquality);
4332 Cvar_RegisterVariable(&r_lerpsprites);
4333 Cvar_RegisterVariable(&r_lerpmodels);
4334 Cvar_RegisterVariable(&r_lerplightstyles);
4335 Cvar_RegisterVariable(&r_waterscroll);
4336 Cvar_RegisterVariable(&r_bloom);
4337 Cvar_RegisterVariable(&r_bloom_colorscale);
4338 Cvar_RegisterVariable(&r_bloom_brighten);
4339 Cvar_RegisterVariable(&r_bloom_blur);
4340 Cvar_RegisterVariable(&r_bloom_resolution);
4341 Cvar_RegisterVariable(&r_bloom_colorexponent);
4342 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4343 Cvar_RegisterVariable(&r_hdr);
4344 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4345 Cvar_RegisterVariable(&r_hdr_glowintensity);
4346 Cvar_RegisterVariable(&r_hdr_range);
4347 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4348 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4349 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4350 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4351 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4352 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4353 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4354 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4355 Cvar_RegisterVariable(&developer_texturelogging);
4356 Cvar_RegisterVariable(&gl_lightmaps);
4357 Cvar_RegisterVariable(&r_test);
4358 Cvar_RegisterVariable(&r_glsl_saturation);
4359 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4360 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4361 Cvar_RegisterVariable(&r_framedatasize);
4362 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4363 Cvar_SetValue("r_fullbrights", 0);
4364 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4367 extern void R_Textures_Init(void);
4368 extern void GL_Draw_Init(void);
4369 extern void GL_Main_Init(void);
4370 extern void R_Shadow_Init(void);
4371 extern void R_Sky_Init(void);
4372 extern void GL_Surf_Init(void);
4373 extern void R_Particles_Init(void);
4374 extern void R_Explosion_Init(void);
4375 extern void gl_backend_init(void);
4376 extern void Sbar_Init(void);
4377 extern void R_LightningBeams_Init(void);
4378 extern void Mod_RenderInit(void);
4379 extern void Font_Init(void);
4381 void Render_Init(void)
4394 R_LightningBeams_Init();
4404 extern char *ENGINE_EXTENSIONS;
4407 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4408 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4409 gl_version = (const char *)qglGetString(GL_VERSION);
4410 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4414 if (!gl_platformextensions)
4415 gl_platformextensions = "";
4417 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4418 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4419 Con_Printf("GL_VERSION: %s\n", gl_version);
4420 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4421 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4423 VID_CheckExtensions();
4425 // LordHavoc: report supported extensions
4426 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4428 // clear to black (loading plaque will be seen over this)
4429 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4433 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4437 if (r_trippy.integer)
4439 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4441 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4444 p = r_refdef.view.frustum + i;
4449 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4457 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4461 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4465 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4469 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4473 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4477 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4485 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4489 if (r_trippy.integer)
4491 for (i = 0;i < numplanes;i++)
4498 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4502 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4506 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4510 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4514 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4518 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4522 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4526 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4534 //==================================================================================
4536 // LordHavoc: this stores temporary data used within the same frame
4538 typedef struct r_framedata_mem_s
4540 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4541 size_t size; // how much usable space
4542 size_t current; // how much space in use
4543 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4544 size_t wantedsize; // how much space was allocated
4545 unsigned char *data; // start of real data (16byte aligned)
4549 static r_framedata_mem_t *r_framedata_mem;
4551 void R_FrameData_Reset(void)
4553 while (r_framedata_mem)
4555 r_framedata_mem_t *next = r_framedata_mem->purge;
4556 Mem_Free(r_framedata_mem);
4557 r_framedata_mem = next;
4561 void R_FrameData_Resize(void)
4564 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4565 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4566 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4568 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4569 newmem->wantedsize = wantedsize;
4570 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4571 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4572 newmem->current = 0;
4574 newmem->purge = r_framedata_mem;
4575 r_framedata_mem = newmem;
4579 void R_FrameData_NewFrame(void)
4581 R_FrameData_Resize();
4582 if (!r_framedata_mem)
4584 // if we ran out of space on the last frame, free the old memory now
4585 while (r_framedata_mem->purge)
4587 // repeatedly remove the second item in the list, leaving only head
4588 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4589 Mem_Free(r_framedata_mem->purge);
4590 r_framedata_mem->purge = next;
4592 // reset the current mem pointer
4593 r_framedata_mem->current = 0;
4594 r_framedata_mem->mark = 0;
4597 void *R_FrameData_Alloc(size_t size)
4601 // align to 16 byte boundary - the data pointer is already aligned, so we
4602 // only need to ensure the size of every allocation is also aligned
4603 size = (size + 15) & ~15;
4605 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4607 // emergency - we ran out of space, allocate more memory
4608 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4609 R_FrameData_Resize();
4612 data = r_framedata_mem->data + r_framedata_mem->current;
4613 r_framedata_mem->current += size;
4615 // count the usage for stats
4616 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4617 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4619 return (void *)data;
4622 void *R_FrameData_Store(size_t size, void *data)
4624 void *d = R_FrameData_Alloc(size);
4626 memcpy(d, data, size);
4630 void R_FrameData_SetMark(void)
4632 if (!r_framedata_mem)
4634 r_framedata_mem->mark = r_framedata_mem->current;
4637 void R_FrameData_ReturnToMark(void)
4639 if (!r_framedata_mem)
4641 r_framedata_mem->current = r_framedata_mem->mark;
4644 //==================================================================================
4646 // LordHavoc: animcache originally written by Echon, rewritten since then
4649 * Animation cache prevents re-generating mesh data for an animated model
4650 * multiple times in one frame for lighting, shadowing, reflections, etc.
4653 void R_AnimCache_Free(void)
4657 void R_AnimCache_ClearCache(void)
4660 entity_render_t *ent;
4662 for (i = 0;i < r_refdef.scene.numentities;i++)
4664 ent = r_refdef.scene.entities[i];
4665 ent->animcache_vertex3f = NULL;
4666 ent->animcache_normal3f = NULL;
4667 ent->animcache_svector3f = NULL;
4668 ent->animcache_tvector3f = NULL;
4669 ent->animcache_vertexmesh = NULL;
4670 ent->animcache_vertex3fbuffer = NULL;
4671 ent->animcache_vertexmeshbuffer = NULL;
4675 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4679 // check if we need the meshbuffers
4680 if (!vid.useinterleavedarrays)
4683 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4684 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4685 // TODO: upload vertex3f buffer?
4686 if (ent->animcache_vertexmesh)
4688 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4689 for (i = 0;i < numvertices;i++)
4690 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4691 if (ent->animcache_svector3f)
4692 for (i = 0;i < numvertices;i++)
4693 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4694 if (ent->animcache_tvector3f)
4695 for (i = 0;i < numvertices;i++)
4696 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4697 if (ent->animcache_normal3f)
4698 for (i = 0;i < numvertices;i++)
4699 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4700 // TODO: upload vertexmeshbuffer?
4704 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4706 dp_model_t *model = ent->model;
4708 // see if it's already cached this frame
4709 if (ent->animcache_vertex3f)
4711 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4712 if (wantnormals || wanttangents)
4714 if (ent->animcache_normal3f)
4715 wantnormals = false;
4716 if (ent->animcache_svector3f)
4717 wanttangents = false;
4718 if (wantnormals || wanttangents)
4720 numvertices = model->surfmesh.num_vertices;
4722 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4725 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4726 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4728 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4729 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4735 // see if this ent is worth caching
4736 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4738 // get some memory for this entity and generate mesh data
4739 numvertices = model->surfmesh.num_vertices;
4740 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4742 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4745 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4746 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4748 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4749 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4754 void R_AnimCache_CacheVisibleEntities(void)
4757 qboolean wantnormals = true;
4758 qboolean wanttangents = !r_showsurfaces.integer;
4760 switch(vid.renderpath)
4762 case RENDERPATH_GL20:
4763 case RENDERPATH_D3D9:
4764 case RENDERPATH_D3D10:
4765 case RENDERPATH_D3D11:
4766 case RENDERPATH_GLES2:
4768 case RENDERPATH_GL11:
4769 case RENDERPATH_GL13:
4770 case RENDERPATH_GLES1:
4771 wanttangents = false;
4773 case RENDERPATH_SOFT:
4777 if (r_shownormals.integer)
4778 wanttangents = wantnormals = true;
4780 // TODO: thread this
4781 // NOTE: R_PrepareRTLights() also caches entities
4783 for (i = 0;i < r_refdef.scene.numentities;i++)
4784 if (r_refdef.viewcache.entityvisible[i])
4785 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4788 //==================================================================================
4790 extern cvar_t r_overheadsprites_pushback;
4792 static void R_View_UpdateEntityLighting (void)
4795 entity_render_t *ent;
4796 vec3_t tempdiffusenormal, avg;
4797 vec_t f, fa, fd, fdd;
4798 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4800 for (i = 0;i < r_refdef.scene.numentities;i++)
4802 ent = r_refdef.scene.entities[i];
4804 // skip unseen models and models that updated by CSQC
4805 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4809 if (ent->model && ent->model->brush.num_leafs)
4811 // TODO: use modellight for r_ambient settings on world?
4812 VectorSet(ent->modellight_ambient, 0, 0, 0);
4813 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4814 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4818 // fetch the lighting from the worldmodel data
4819 VectorClear(ent->modellight_ambient);
4820 VectorClear(ent->modellight_diffuse);
4821 VectorClear(tempdiffusenormal);
4822 if (ent->flags & RENDER_LIGHT)
4825 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4827 // complete lightning for lit sprites
4828 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4829 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4831 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4832 org[2] = org[2] + r_overheadsprites_pushback.value;
4833 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4836 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4838 if(ent->flags & RENDER_EQUALIZE)
4840 // first fix up ambient lighting...
4841 if(r_equalize_entities_minambient.value > 0)
4843 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4846 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4847 if(fa < r_equalize_entities_minambient.value * fd)
4850 // fa'/fd' = minambient
4851 // fa'+0.25*fd' = fa+0.25*fd
4853 // fa' = fd' * minambient
4854 // fd'*(0.25+minambient) = fa+0.25*fd
4856 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4857 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4859 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4860 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4861 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4862 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4867 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4869 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4870 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4874 // adjust brightness and saturation to target
4875 avg[0] = avg[1] = avg[2] = fa / f;
4876 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4877 avg[0] = avg[1] = avg[2] = fd / f;
4878 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4884 VectorSet(ent->modellight_ambient, 1, 1, 1);
4886 // move the light direction into modelspace coordinates for lighting code
4887 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4888 if(VectorLength2(ent->modellight_lightdir) == 0)
4889 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4890 VectorNormalize(ent->modellight_lightdir);
4894 #define MAX_LINEOFSIGHTTRACES 64
4896 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4899 vec3_t boxmins, boxmaxs;
4902 dp_model_t *model = r_refdef.scene.worldmodel;
4904 if (!model || !model->brush.TraceLineOfSight)
4907 // expand the box a little
4908 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4909 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4910 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4911 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4912 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4913 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4915 // return true if eye is inside enlarged box
4916 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4920 VectorCopy(eye, start);
4921 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4922 if (model->brush.TraceLineOfSight(model, start, end))
4925 // try various random positions
4926 for (i = 0;i < numsamples;i++)
4928 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4929 if (model->brush.TraceLineOfSight(model, start, end))
4937 static void R_View_UpdateEntityVisible (void)
4942 entity_render_t *ent;
4944 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4945 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4946 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4947 : RENDER_EXTERIORMODEL;
4948 if (!r_drawviewmodel.integer)
4949 renderimask |= RENDER_VIEWMODEL;
4950 if (!r_drawexteriormodel.integer)
4951 renderimask |= RENDER_EXTERIORMODEL;
4952 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4954 // worldmodel can check visibility
4955 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4956 for (i = 0;i < r_refdef.scene.numentities;i++)
4958 ent = r_refdef.scene.entities[i];
4959 if (!(ent->flags & renderimask))
4960 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4961 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4962 r_refdef.viewcache.entityvisible[i] = true;
4967 // no worldmodel or it can't check visibility
4968 for (i = 0;i < r_refdef.scene.numentities;i++)
4970 ent = r_refdef.scene.entities[i];
4971 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4974 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4975 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4977 for (i = 0;i < r_refdef.scene.numentities;i++)
4979 if (!r_refdef.viewcache.entityvisible[i])
4981 ent = r_refdef.scene.entities[i];
4982 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4984 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4986 continue; // temp entities do pvs only
4987 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4988 ent->last_trace_visibility = realtime;
4989 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4990 r_refdef.viewcache.entityvisible[i] = 0;
4996 /// only used if skyrendermasked, and normally returns false
4997 int R_DrawBrushModelsSky (void)
5000 entity_render_t *ent;
5003 for (i = 0;i < r_refdef.scene.numentities;i++)
5005 if (!r_refdef.viewcache.entityvisible[i])
5007 ent = r_refdef.scene.entities[i];
5008 if (!ent->model || !ent->model->DrawSky)
5010 ent->model->DrawSky(ent);
5016 static void R_DrawNoModel(entity_render_t *ent);
5017 static void R_DrawModels(void)
5020 entity_render_t *ent;
5022 for (i = 0;i < r_refdef.scene.numentities;i++)
5024 if (!r_refdef.viewcache.entityvisible[i])
5026 ent = r_refdef.scene.entities[i];
5027 r_refdef.stats.entities++;
5029 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5032 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5033 Con_Printf("R_DrawModels\n");
5034 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5035 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5036 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5039 if (ent->model && ent->model->Draw != NULL)
5040 ent->model->Draw(ent);
5046 static void R_DrawModelsDepth(void)
5049 entity_render_t *ent;
5051 for (i = 0;i < r_refdef.scene.numentities;i++)
5053 if (!r_refdef.viewcache.entityvisible[i])
5055 ent = r_refdef.scene.entities[i];
5056 if (ent->model && ent->model->DrawDepth != NULL)
5057 ent->model->DrawDepth(ent);
5061 static void R_DrawModelsDebug(void)
5064 entity_render_t *ent;
5066 for (i = 0;i < r_refdef.scene.numentities;i++)
5068 if (!r_refdef.viewcache.entityvisible[i])
5070 ent = r_refdef.scene.entities[i];
5071 if (ent->model && ent->model->DrawDebug != NULL)
5072 ent->model->DrawDebug(ent);
5076 static void R_DrawModelsAddWaterPlanes(void)
5079 entity_render_t *ent;
5081 for (i = 0;i < r_refdef.scene.numentities;i++)
5083 if (!r_refdef.viewcache.entityvisible[i])
5085 ent = r_refdef.scene.entities[i];
5086 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5087 ent->model->DrawAddWaterPlanes(ent);
5091 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5093 if (r_hdr_irisadaptation.integer)
5097 vec3_t diffusenormal;
5101 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5102 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5103 brightness = max(0.0000001f, brightness);
5104 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5105 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5106 current = r_hdr_irisadaptation_value.value;
5108 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5109 else if (current > goal)
5110 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5111 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5112 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5114 else if (r_hdr_irisadaptation_value.value != 1.0f)
5115 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5118 static void R_View_SetFrustum(const int *scissor)
5121 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5122 vec3_t forward, left, up, origin, v;
5126 // flipped x coordinates (because x points left here)
5127 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5128 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5130 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5131 switch(vid.renderpath)
5133 case RENDERPATH_D3D9:
5134 case RENDERPATH_D3D10:
5135 case RENDERPATH_D3D11:
5136 // non-flipped y coordinates
5137 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5138 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5140 case RENDERPATH_SOFT:
5141 case RENDERPATH_GL11:
5142 case RENDERPATH_GL13:
5143 case RENDERPATH_GL20:
5144 case RENDERPATH_GLES1:
5145 case RENDERPATH_GLES2:
5146 // non-flipped y coordinates
5147 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5148 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5153 // we can't trust r_refdef.view.forward and friends in reflected scenes
5154 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5157 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5158 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5159 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5160 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5161 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5162 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5163 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5164 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5165 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5166 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5167 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5168 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5172 zNear = r_refdef.nearclip;
5173 nudge = 1.0 - 1.0 / (1<<23);
5174 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5175 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5176 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5177 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5178 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5179 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5180 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5181 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5187 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5188 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5189 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5190 r_refdef.view.frustum[0].dist = m[15] - m[12];
5192 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5193 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5194 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5195 r_refdef.view.frustum[1].dist = m[15] + m[12];
5197 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5198 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5199 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5200 r_refdef.view.frustum[2].dist = m[15] - m[13];
5202 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5203 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5204 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5205 r_refdef.view.frustum[3].dist = m[15] + m[13];
5207 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5208 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5209 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5210 r_refdef.view.frustum[4].dist = m[15] - m[14];
5212 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5213 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5214 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5215 r_refdef.view.frustum[5].dist = m[15] + m[14];
5218 if (r_refdef.view.useperspective)
5220 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5221 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5222 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5223 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5224 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5226 // then the normals from the corners relative to origin
5227 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5228 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5229 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5230 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5232 // in a NORMAL view, forward cross left == up
5233 // in a REFLECTED view, forward cross left == down
5234 // so our cross products above need to be adjusted for a left handed coordinate system
5235 CrossProduct(forward, left, v);
5236 if(DotProduct(v, up) < 0)
5238 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5239 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5240 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5241 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5244 // Leaving those out was a mistake, those were in the old code, and they
5245 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5246 // I couldn't reproduce it after adding those normalizations. --blub
5247 VectorNormalize(r_refdef.view.frustum[0].normal);
5248 VectorNormalize(r_refdef.view.frustum[1].normal);
5249 VectorNormalize(r_refdef.view.frustum[2].normal);
5250 VectorNormalize(r_refdef.view.frustum[3].normal);
5252 // make the corners absolute
5253 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5254 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5255 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5256 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5259 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5261 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5262 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5263 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5264 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5265 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5269 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5270 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5271 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5272 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5273 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5274 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5275 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5276 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5277 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5278 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5280 r_refdef.view.numfrustumplanes = 5;
5282 if (r_refdef.view.useclipplane)
5284 r_refdef.view.numfrustumplanes = 6;
5285 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5288 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5289 PlaneClassify(r_refdef.view.frustum + i);
5291 // LordHavoc: note to all quake engine coders, Quake had a special case
5292 // for 90 degrees which assumed a square view (wrong), so I removed it,
5293 // Quake2 has it disabled as well.
5295 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5296 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5297 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5298 //PlaneClassify(&frustum[0]);
5300 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5301 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5302 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5303 //PlaneClassify(&frustum[1]);
5305 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5306 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5307 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5308 //PlaneClassify(&frustum[2]);
5310 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5311 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5312 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5313 //PlaneClassify(&frustum[3]);
5316 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5317 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5318 //PlaneClassify(&frustum[4]);
5321 void R_View_UpdateWithScissor(const int *myscissor)
5323 R_Main_ResizeViewCache();
5324 R_View_SetFrustum(myscissor);
5325 R_View_WorldVisibility(r_refdef.view.useclipplane);
5326 R_View_UpdateEntityVisible();
5327 R_View_UpdateEntityLighting();
5328 R_AnimCache_CacheVisibleEntities();
5331 void R_View_Update(void)
5333 R_Main_ResizeViewCache();
5334 R_View_SetFrustum(NULL);
5335 R_View_WorldVisibility(r_refdef.view.useclipplane);
5336 R_View_UpdateEntityVisible();
5337 R_View_UpdateEntityLighting();
5338 R_AnimCache_CacheVisibleEntities();
5341 float viewscalefpsadjusted = 1.0f;
5343 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5345 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5346 scale = bound(0.03125f, scale, 1.0f);
5347 *outwidth = (int)ceil(width * scale);
5348 *outheight = (int)ceil(height * scale);
5351 void R_Mesh_SetMainRenderTargets(void)
5353 if (r_bloomstate.fbo_framebuffer)
5354 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5356 R_Mesh_ResetRenderTargets();
5359 void R_SetupView(qboolean allowwaterclippingplane)
5361 const float *customclipplane = NULL;
5363 int scaledwidth, scaledheight;
5364 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5366 // LordHavoc: couldn't figure out how to make this approach the
5367 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5368 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5369 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5370 dist = r_refdef.view.clipplane.dist;
5371 plane[0] = r_refdef.view.clipplane.normal[0];
5372 plane[1] = r_refdef.view.clipplane.normal[1];
5373 plane[2] = r_refdef.view.clipplane.normal[2];
5375 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5378 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5379 if (!r_refdef.view.useperspective)
5380 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5381 else if (vid.stencil && r_useinfinitefarclip.integer)
5382 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5384 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5385 R_Mesh_SetMainRenderTargets();
5386 R_SetViewport(&r_refdef.view.viewport);
5387 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5389 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5390 float screenplane[4];
5391 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5392 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5393 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5394 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5395 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5399 void R_EntityMatrix(const matrix4x4_t *matrix)
5401 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5403 gl_modelmatrixchanged = false;
5404 gl_modelmatrix = *matrix;
5405 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5406 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5407 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5408 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5410 switch(vid.renderpath)
5412 case RENDERPATH_D3D9:
5414 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5415 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5418 case RENDERPATH_D3D10:
5419 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5421 case RENDERPATH_D3D11:
5422 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5424 case RENDERPATH_GL11:
5425 case RENDERPATH_GL13:
5426 case RENDERPATH_GLES1:
5427 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5429 case RENDERPATH_SOFT:
5430 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5431 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5433 case RENDERPATH_GL20:
5434 case RENDERPATH_GLES2:
5435 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5436 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5442 void R_ResetViewRendering2D(void)
5444 r_viewport_t viewport;
5447 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5448 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5449 R_Mesh_ResetRenderTargets();
5450 R_SetViewport(&viewport);
5451 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5452 GL_Color(1, 1, 1, 1);
5453 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5454 GL_BlendFunc(GL_ONE, GL_ZERO);
5455 GL_ScissorTest(false);
5456 GL_DepthMask(false);
5457 GL_DepthRange(0, 1);
5458 GL_DepthTest(false);
5459 GL_DepthFunc(GL_LEQUAL);
5460 R_EntityMatrix(&identitymatrix);
5461 R_Mesh_ResetTextureState();
5462 GL_PolygonOffset(0, 0);
5463 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5464 switch(vid.renderpath)
5466 case RENDERPATH_GL11:
5467 case RENDERPATH_GL13:
5468 case RENDERPATH_GL20:
5469 case RENDERPATH_GLES1:
5470 case RENDERPATH_GLES2:
5471 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5473 case RENDERPATH_D3D9:
5474 case RENDERPATH_D3D10:
5475 case RENDERPATH_D3D11:
5476 case RENDERPATH_SOFT:
5479 GL_CullFace(GL_NONE);
5482 void R_ResetViewRendering3D(void)
5487 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5488 GL_Color(1, 1, 1, 1);
5489 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5490 GL_BlendFunc(GL_ONE, GL_ZERO);
5491 GL_ScissorTest(true);
5493 GL_DepthRange(0, 1);
5495 GL_DepthFunc(GL_LEQUAL);
5496 R_EntityMatrix(&identitymatrix);
5497 R_Mesh_ResetTextureState();
5498 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5499 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5500 switch(vid.renderpath)
5502 case RENDERPATH_GL11:
5503 case RENDERPATH_GL13:
5504 case RENDERPATH_GL20:
5505 case RENDERPATH_GLES1:
5506 case RENDERPATH_GLES2:
5507 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5509 case RENDERPATH_D3D9:
5510 case RENDERPATH_D3D10:
5511 case RENDERPATH_D3D11:
5512 case RENDERPATH_SOFT:
5515 GL_CullFace(r_refdef.view.cullface_back);
5520 R_RenderView_UpdateViewVectors
5523 static void R_RenderView_UpdateViewVectors(void)
5525 // break apart the view matrix into vectors for various purposes
5526 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5527 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5528 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5529 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5530 // make an inverted copy of the view matrix for tracking sprites
5531 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5534 void R_RenderScene(void);
5535 void R_RenderWaterPlanes(void);
5537 static void R_Water_StartFrame(void)
5540 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5541 r_waterstate_waterplane_t *p;
5543 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5546 switch(vid.renderpath)
5548 case RENDERPATH_GL20:
5549 case RENDERPATH_D3D9:
5550 case RENDERPATH_D3D10:
5551 case RENDERPATH_D3D11:
5552 case RENDERPATH_SOFT:
5553 case RENDERPATH_GLES2:
5555 case RENDERPATH_GL11:
5556 case RENDERPATH_GL13:
5557 case RENDERPATH_GLES1:
5561 // set waterwidth and waterheight to the water resolution that will be
5562 // used (often less than the screen resolution for faster rendering)
5563 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5565 // calculate desired texture sizes
5566 // can't use water if the card does not support the texture size
5567 if (!r_water.integer || r_showsurfaces.integer)
5568 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5569 else if (vid.support.arb_texture_non_power_of_two)
5571 texturewidth = waterwidth;
5572 textureheight = waterheight;
5573 camerawidth = waterwidth;
5574 cameraheight = waterheight;
5578 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5579 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5580 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5581 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5584 // allocate textures as needed
5585 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5587 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5588 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5590 if (p->texture_refraction)
5591 R_FreeTexture(p->texture_refraction);
5592 p->texture_refraction = NULL;
5593 if (p->texture_reflection)
5594 R_FreeTexture(p->texture_reflection);
5595 p->texture_reflection = NULL;
5596 if (p->texture_camera)
5597 R_FreeTexture(p->texture_camera);
5598 p->texture_camera = NULL;
5600 memset(&r_waterstate, 0, sizeof(r_waterstate));
5601 r_waterstate.texturewidth = texturewidth;
5602 r_waterstate.textureheight = textureheight;
5603 r_waterstate.camerawidth = camerawidth;
5604 r_waterstate.cameraheight = cameraheight;
5607 if (r_waterstate.texturewidth)
5609 int scaledwidth, scaledheight;
5611 r_waterstate.enabled = true;
5613 // when doing a reduced render (HDR) we want to use a smaller area
5614 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5615 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5616 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5618 // set up variables that will be used in shader setup
5619 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5620 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5621 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5622 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5625 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5626 r_waterstate.numwaterplanes = 0;
5629 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5631 int planeindex, bestplaneindex, vertexindex;
5632 vec3_t mins, maxs, normal, center, v, n;
5633 vec_t planescore, bestplanescore;
5635 r_waterstate_waterplane_t *p;
5636 texture_t *t = R_GetCurrentTexture(surface->texture);
5638 rsurface.texture = t;
5639 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5640 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5641 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5643 // average the vertex normals, find the surface bounds (after deformvertexes)
5644 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5645 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5646 VectorCopy(n, normal);
5647 VectorCopy(v, mins);
5648 VectorCopy(v, maxs);
5649 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5651 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5652 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5653 VectorAdd(normal, n, normal);
5654 mins[0] = min(mins[0], v[0]);
5655 mins[1] = min(mins[1], v[1]);
5656 mins[2] = min(mins[2], v[2]);
5657 maxs[0] = max(maxs[0], v[0]);
5658 maxs[1] = max(maxs[1], v[1]);
5659 maxs[2] = max(maxs[2], v[2]);
5661 VectorNormalize(normal);
5662 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5664 VectorCopy(normal, plane.normal);
5665 VectorNormalize(plane.normal);
5666 plane.dist = DotProduct(center, plane.normal);
5667 PlaneClassify(&plane);
5668 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5670 // skip backfaces (except if nocullface is set)
5671 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5673 VectorNegate(plane.normal, plane.normal);
5675 PlaneClassify(&plane);
5679 // find a matching plane if there is one
5680 bestplaneindex = -1;
5681 bestplanescore = 1048576.0f;
5682 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5684 if(p->camera_entity == t->camera_entity)
5686 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5687 if (bestplaneindex < 0 || bestplanescore > planescore)
5689 bestplaneindex = planeindex;
5690 bestplanescore = planescore;
5694 planeindex = bestplaneindex;
5695 p = r_waterstate.waterplanes + planeindex;
5697 // if this surface does not fit any known plane rendered this frame, add one
5698 if ((planeindex < 0 || bestplanescore > 0.001f) && r_waterstate.numwaterplanes < r_waterstate.maxwaterplanes)
5700 // store the new plane
5701 planeindex = r_waterstate.numwaterplanes++;
5702 p = r_waterstate.waterplanes + planeindex;
5704 // clear materialflags and pvs
5705 p->materialflags = 0;
5706 p->pvsvalid = false;
5707 p->camera_entity = t->camera_entity;
5708 VectorCopy(mins, p->mins);
5709 VectorCopy(maxs, p->maxs);
5713 // merge mins/maxs when we're adding this surface to the plane
5714 p->mins[0] = min(p->mins[0], mins[0]);
5715 p->mins[1] = min(p->mins[1], mins[1]);
5716 p->mins[2] = min(p->mins[2], mins[2]);
5717 p->maxs[0] = max(p->maxs[0], maxs[0]);
5718 p->maxs[1] = max(p->maxs[1], maxs[1]);
5719 p->maxs[2] = max(p->maxs[2], maxs[2]);
5721 // merge this surface's materialflags into the waterplane
5722 p->materialflags |= t->currentmaterialflags;
5723 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5725 // merge this surface's PVS into the waterplane
5726 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5727 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5729 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5735 extern cvar_t r_drawparticles;
5736 extern cvar_t r_drawdecals;
5738 static void R_Water_ProcessPlanes(void)
5741 r_refdef_view_t originalview;
5742 r_refdef_view_t myview;
5743 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;
5744 r_waterstate_waterplane_t *p;
5747 originalview = r_refdef.view;
5749 // lowquality hack, temporarily shut down some cvars and restore afterwards
5750 qualityreduction = r_water_lowquality.integer;
5751 if (qualityreduction > 0)
5753 if (qualityreduction >= 1)
5755 old_r_shadows = r_shadows.integer;
5756 old_r_worldrtlight = r_shadow_realtime_world.integer;
5757 old_r_dlight = r_shadow_realtime_dlight.integer;
5758 Cvar_SetValueQuick(&r_shadows, 0);
5759 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5760 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5762 if (qualityreduction >= 2)
5764 old_r_dynamic = r_dynamic.integer;
5765 old_r_particles = r_drawparticles.integer;
5766 old_r_decals = r_drawdecals.integer;
5767 Cvar_SetValueQuick(&r_dynamic, 0);
5768 Cvar_SetValueQuick(&r_drawparticles, 0);
5769 Cvar_SetValueQuick(&r_drawdecals, 0);
5773 // make sure enough textures are allocated
5774 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5776 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5778 if (!p->texture_refraction)
5779 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5780 if (!p->texture_refraction)
5783 else if (p->materialflags & MATERIALFLAG_CAMERA)
5785 if (!p->texture_camera)
5786 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5787 if (!p->texture_camera)
5791 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5793 if (!p->texture_reflection)
5794 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5795 if (!p->texture_reflection)
5801 r_refdef.view = originalview;
5802 r_refdef.view.showdebug = false;
5803 r_refdef.view.width = r_waterstate.waterwidth;
5804 r_refdef.view.height = r_waterstate.waterheight;
5805 r_refdef.view.useclipplane = true;
5806 myview = r_refdef.view;
5807 r_waterstate.renderingscene = true;
5808 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5810 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5812 r_refdef.view = myview;
5813 if(r_water_scissormode.integer)
5816 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5817 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5820 // render reflected scene and copy into texture
5821 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5822 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5823 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5824 r_refdef.view.clipplane = p->plane;
5825 // reverse the cullface settings for this render
5826 r_refdef.view.cullface_front = GL_FRONT;
5827 r_refdef.view.cullface_back = GL_BACK;
5828 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5830 r_refdef.view.usecustompvs = true;
5832 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5834 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5837 R_ResetViewRendering3D();
5838 R_ClearScreen(r_refdef.fogenabled);
5839 if(r_water_scissormode.integer & 2)
5840 R_View_UpdateWithScissor(myscissor);
5843 if(r_water_scissormode.integer & 1)
5844 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5847 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5850 // render the normal view scene and copy into texture
5851 // (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)
5852 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5854 r_refdef.view = myview;
5855 if(r_water_scissormode.integer)
5858 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5859 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5862 r_waterstate.renderingrefraction = true;
5864 r_refdef.view.clipplane = p->plane;
5865 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5866 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5868 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5870 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5871 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5872 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5873 R_RenderView_UpdateViewVectors();
5874 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5876 r_refdef.view.usecustompvs = true;
5877 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);
5881 PlaneClassify(&r_refdef.view.clipplane);
5883 R_ResetViewRendering3D();
5884 R_ClearScreen(r_refdef.fogenabled);
5885 if(r_water_scissormode.integer & 2)
5886 R_View_UpdateWithScissor(myscissor);
5889 if(r_water_scissormode.integer & 1)
5890 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5893 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5894 r_waterstate.renderingrefraction = false;
5896 else if (p->materialflags & MATERIALFLAG_CAMERA)
5898 r_refdef.view = myview;
5900 r_refdef.view.clipplane = p->plane;
5901 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5902 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5904 r_refdef.view.width = r_waterstate.camerawidth;
5905 r_refdef.view.height = r_waterstate.cameraheight;
5906 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5907 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5909 if(p->camera_entity)
5911 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5912 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5915 // note: all of the view is used for displaying... so
5916 // there is no use in scissoring
5918 // reverse the cullface settings for this render
5919 r_refdef.view.cullface_front = GL_FRONT;
5920 r_refdef.view.cullface_back = GL_BACK;
5921 // also reverse the view matrix
5922 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
5923 R_RenderView_UpdateViewVectors();
5924 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5926 r_refdef.view.usecustompvs = true;
5927 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);
5930 // camera needs no clipplane
5931 r_refdef.view.useclipplane = false;
5933 PlaneClassify(&r_refdef.view.clipplane);
5935 R_ResetViewRendering3D();
5936 R_ClearScreen(r_refdef.fogenabled);
5940 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5941 r_waterstate.renderingrefraction = false;
5945 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5946 r_waterstate.renderingscene = false;
5947 r_refdef.view = originalview;
5948 R_ResetViewRendering3D();
5949 R_ClearScreen(r_refdef.fogenabled);
5953 r_refdef.view = originalview;
5954 r_waterstate.renderingscene = false;
5955 Cvar_SetValueQuick(&r_water, 0);
5956 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5958 // lowquality hack, restore cvars
5959 if (qualityreduction > 0)
5961 if (qualityreduction >= 1)
5963 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5964 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5965 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5967 if (qualityreduction >= 2)
5969 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5970 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5971 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5976 void R_Bloom_StartFrame(void)
5978 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5979 int viewwidth, viewheight;
5982 if (r_viewscale_fpsscaling.integer)
5984 double actualframetime;
5985 double targetframetime;
5987 actualframetime = r_refdef.lastdrawscreentime;
5988 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5989 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5990 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5991 if (r_viewscale_fpsscaling_stepsize.value > 0)
5992 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5993 viewscalefpsadjusted += adjust;
5994 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5997 viewscalefpsadjusted = 1.0f;
5999 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6001 switch(vid.renderpath)
6003 case RENDERPATH_GL20:
6004 case RENDERPATH_D3D9:
6005 case RENDERPATH_D3D10:
6006 case RENDERPATH_D3D11:
6007 case RENDERPATH_SOFT:
6008 case RENDERPATH_GLES2:
6010 case RENDERPATH_GL11:
6011 case RENDERPATH_GL13:
6012 case RENDERPATH_GLES1:
6016 // set bloomwidth and bloomheight to the bloom resolution that will be
6017 // used (often less than the screen resolution for faster rendering)
6018 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6019 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6020 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6021 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6022 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6024 // calculate desired texture sizes
6025 if (vid.support.arb_texture_non_power_of_two)
6027 screentexturewidth = vid.width;
6028 screentextureheight = vid.height;
6029 bloomtexturewidth = r_bloomstate.bloomwidth;
6030 bloomtextureheight = r_bloomstate.bloomheight;
6034 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6035 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6036 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
6037 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
6040 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6042 Cvar_SetValueQuick(&r_hdr, 0);
6043 Cvar_SetValueQuick(&r_bloom, 0);
6044 Cvar_SetValueQuick(&r_motionblur, 0);
6045 Cvar_SetValueQuick(&r_damageblur, 0);
6048 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6049 screentexturewidth = screentextureheight = 0;
6050 if (!r_hdr.integer && !r_bloom.integer)
6051 bloomtexturewidth = bloomtextureheight = 0;
6053 textype = TEXTYPE_COLORBUFFER;
6054 switch (vid.renderpath)
6056 case RENDERPATH_GL20:
6057 case RENDERPATH_GLES2:
6058 if (vid.support.ext_framebuffer_object)
6060 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6061 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6064 case RENDERPATH_GL11:
6065 case RENDERPATH_GL13:
6066 case RENDERPATH_GLES1:
6067 case RENDERPATH_D3D9:
6068 case RENDERPATH_D3D10:
6069 case RENDERPATH_D3D11:
6070 case RENDERPATH_SOFT:
6074 // allocate textures as needed
6075 if (r_bloomstate.screentexturewidth != screentexturewidth
6076 || r_bloomstate.screentextureheight != screentextureheight
6077 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6078 || r_bloomstate.bloomtextureheight != bloomtextureheight
6079 || r_bloomstate.texturetype != textype
6080 || r_bloomstate.viewfbo != r_viewfbo.integer)
6082 if (r_bloomstate.texture_bloom)
6083 R_FreeTexture(r_bloomstate.texture_bloom);
6084 r_bloomstate.texture_bloom = NULL;
6085 if (r_bloomstate.texture_screen)
6086 R_FreeTexture(r_bloomstate.texture_screen);
6087 r_bloomstate.texture_screen = NULL;
6088 if (r_bloomstate.fbo_framebuffer)
6089 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6090 r_bloomstate.fbo_framebuffer = 0;
6091 if (r_bloomstate.texture_framebuffercolor)
6092 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6093 r_bloomstate.texture_framebuffercolor = NULL;
6094 if (r_bloomstate.texture_framebufferdepth)
6095 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6096 r_bloomstate.texture_framebufferdepth = NULL;
6097 r_bloomstate.screentexturewidth = screentexturewidth;
6098 r_bloomstate.screentextureheight = screentextureheight;
6099 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6100 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6101 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6103 // FIXME: choose depth bits based on a cvar
6104 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6105 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6106 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6107 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6109 // render depth into one texture and normalmap into the other
6113 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6114 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6115 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6116 if (status != GL_FRAMEBUFFER_COMPLETE)
6117 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6121 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6122 r_bloomstate.bloomtextureheight = bloomtextureheight;
6123 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6124 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6125 r_bloomstate.viewfbo = r_viewfbo.integer;
6126 r_bloomstate.texturetype = textype;
6129 // when doing a reduced render (HDR) we want to use a smaller area
6130 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6131 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6132 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6133 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6134 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6136 // set up a texcoord array for the full resolution screen image
6137 // (we have to keep this around to copy back during final render)
6138 r_bloomstate.screentexcoord2f[0] = 0;
6139 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6140 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6141 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6142 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6143 r_bloomstate.screentexcoord2f[5] = 0;
6144 r_bloomstate.screentexcoord2f[6] = 0;
6145 r_bloomstate.screentexcoord2f[7] = 0;
6147 // set up a texcoord array for the reduced resolution bloom image
6148 // (which will be additive blended over the screen image)
6149 r_bloomstate.bloomtexcoord2f[0] = 0;
6150 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6151 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6152 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6153 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6154 r_bloomstate.bloomtexcoord2f[5] = 0;
6155 r_bloomstate.bloomtexcoord2f[6] = 0;
6156 r_bloomstate.bloomtexcoord2f[7] = 0;
6158 switch(vid.renderpath)
6160 case RENDERPATH_GL11:
6161 case RENDERPATH_GL13:
6162 case RENDERPATH_GL20:
6163 case RENDERPATH_SOFT:
6164 case RENDERPATH_GLES1:
6165 case RENDERPATH_GLES2:
6167 case RENDERPATH_D3D9:
6168 case RENDERPATH_D3D10:
6169 case RENDERPATH_D3D11:
6172 for (i = 0;i < 4;i++)
6174 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6175 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6176 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6177 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6183 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6185 r_bloomstate.enabled = true;
6186 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6189 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6191 if (r_bloomstate.fbo_framebuffer)
6192 r_refdef.view.clear = true;
6195 void R_Bloom_CopyBloomTexture(float colorscale)
6197 r_refdef.stats.bloom++;
6199 // scale down screen texture to the bloom texture size
6201 R_Mesh_SetMainRenderTargets();
6202 R_SetViewport(&r_bloomstate.viewport);
6203 GL_BlendFunc(GL_ONE, GL_ZERO);
6204 GL_Color(colorscale, colorscale, colorscale, 1);
6205 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6206 switch(vid.renderpath)
6208 case RENDERPATH_GL11:
6209 case RENDERPATH_GL13:
6210 case RENDERPATH_GL20:
6211 case RENDERPATH_GLES1:
6212 case RENDERPATH_GLES2:
6213 case RENDERPATH_SOFT:
6214 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6216 case RENDERPATH_D3D9:
6217 case RENDERPATH_D3D10:
6218 case RENDERPATH_D3D11:
6219 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6222 // TODO: do boxfilter scale-down in shader?
6223 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6224 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6225 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6227 // we now have a bloom image in the framebuffer
6228 // copy it into the bloom image texture for later processing
6229 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6230 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6233 void R_Bloom_CopyHDRTexture(void)
6235 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6236 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6239 void R_Bloom_MakeTexture(void)
6242 float xoffset, yoffset, r, brighten;
6244 r_refdef.stats.bloom++;
6246 R_ResetViewRendering2D();
6248 // we have a bloom image in the framebuffer
6250 R_SetViewport(&r_bloomstate.viewport);
6252 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6255 r = bound(0, r_bloom_colorexponent.value / x, 1);
6256 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6258 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6259 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6260 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6261 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6263 // copy the vertically blurred bloom view to a texture
6264 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6265 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6268 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6269 brighten = r_bloom_brighten.value;
6270 if (r_bloomstate.hdr)
6271 brighten *= r_hdr_range.value;
6272 brighten = sqrt(brighten);
6274 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6275 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6277 for (dir = 0;dir < 2;dir++)
6279 // blend on at multiple vertical offsets to achieve a vertical blur
6280 // TODO: do offset blends using GLSL
6281 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6282 GL_BlendFunc(GL_ONE, GL_ZERO);
6283 for (x = -range;x <= range;x++)
6285 if (!dir){xoffset = 0;yoffset = x;}
6286 else {xoffset = x;yoffset = 0;}
6287 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6288 yoffset /= (float)r_bloomstate.bloomtextureheight;
6289 // compute a texcoord array with the specified x and y offset
6290 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6291 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6292 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6293 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6294 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6295 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6296 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6297 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6298 // this r value looks like a 'dot' particle, fading sharply to
6299 // black at the edges
6300 // (probably not realistic but looks good enough)
6301 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6302 //r = brighten/(range*2+1);
6303 r = brighten / (range * 2 + 1);
6305 r *= (1 - x*x/(float)(range*range));
6306 GL_Color(r, r, r, 1);
6307 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6308 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6309 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6310 GL_BlendFunc(GL_ONE, GL_ONE);
6313 // copy the vertically blurred bloom view to a texture
6314 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6315 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6319 void R_HDR_RenderBloomTexture(void)
6321 int oldwidth, oldheight;
6322 float oldcolorscale;
6323 qboolean oldwaterstate;
6325 oldwaterstate = r_waterstate.enabled;
6326 oldcolorscale = r_refdef.view.colorscale;
6327 oldwidth = r_refdef.view.width;
6328 oldheight = r_refdef.view.height;
6329 r_refdef.view.width = r_bloomstate.bloomwidth;
6330 r_refdef.view.height = r_bloomstate.bloomheight;
6332 if(r_hdr.integer < 2)
6333 r_waterstate.enabled = false;
6335 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6336 // TODO: add exposure compensation features
6337 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6339 r_refdef.view.showdebug = false;
6340 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6342 R_ResetViewRendering3D();
6344 R_ClearScreen(r_refdef.fogenabled);
6345 if (r_timereport_active)
6346 R_TimeReport("HDRclear");
6349 if (r_timereport_active)
6350 R_TimeReport("visibility");
6352 // only do secondary renders with HDR if r_hdr is 2 or higher
6353 r_waterstate.numwaterplanes = 0;
6354 if (r_waterstate.enabled)
6355 R_RenderWaterPlanes();
6357 r_refdef.view.showdebug = true;
6359 r_waterstate.numwaterplanes = 0;
6361 R_ResetViewRendering2D();
6363 R_Bloom_CopyHDRTexture();
6364 R_Bloom_MakeTexture();
6366 // restore the view settings
6367 r_waterstate.enabled = oldwaterstate;
6368 r_refdef.view.width = oldwidth;
6369 r_refdef.view.height = oldheight;
6370 r_refdef.view.colorscale = oldcolorscale;
6372 R_ResetViewRendering3D();
6374 R_ClearScreen(r_refdef.fogenabled);
6375 if (r_timereport_active)
6376 R_TimeReport("viewclear");
6379 static void R_BlendView(void)
6381 unsigned int permutation;
6382 float uservecs[4][4];
6384 switch (vid.renderpath)
6386 case RENDERPATH_GL20:
6387 case RENDERPATH_D3D9:
6388 case RENDERPATH_D3D10:
6389 case RENDERPATH_D3D11:
6390 case RENDERPATH_SOFT:
6391 case RENDERPATH_GLES2:
6393 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6394 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6395 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6396 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6397 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6399 if (r_bloomstate.texture_screen)
6401 // make sure the buffer is available
6402 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6404 R_ResetViewRendering2D();
6405 R_Mesh_SetMainRenderTargets();
6407 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6409 // declare variables
6410 float blur_factor, blur_mouseaccel, blur_velocity;
6411 static float blur_average;
6412 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6414 // set a goal for the factoring
6415 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6416 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6417 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6418 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6419 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6420 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6422 // from the goal, pick an averaged value between goal and last value
6423 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6424 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6426 // enforce minimum amount of blur
6427 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6429 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6431 // calculate values into a standard alpha
6432 cl.motionbluralpha = 1 - exp(-
6434 (r_motionblur.value * blur_factor / 80)
6436 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6439 max(0.0001, cl.time - cl.oldtime) // fps independent
6442 // randomization for the blur value to combat persistent ghosting
6443 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6444 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6447 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6449 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6450 GL_Color(1, 1, 1, cl.motionbluralpha);
6451 switch(vid.renderpath)
6453 case RENDERPATH_GL11:
6454 case RENDERPATH_GL13:
6455 case RENDERPATH_GL20:
6456 case RENDERPATH_GLES1:
6457 case RENDERPATH_GLES2:
6458 case RENDERPATH_SOFT:
6459 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6461 case RENDERPATH_D3D9:
6462 case RENDERPATH_D3D10:
6463 case RENDERPATH_D3D11:
6464 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6467 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6468 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6469 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6472 // updates old view angles for next pass
6473 VectorCopy(cl.viewangles, blur_oldangles);
6476 // copy view into the screen texture
6477 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6478 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6480 else if (!r_bloomstate.texture_bloom)
6482 // we may still have to do view tint...
6483 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6485 // apply a color tint to the whole view
6486 R_ResetViewRendering2D();
6487 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6488 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6489 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6490 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6491 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6493 break; // no screen processing, no bloom, skip it
6496 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6498 // render simple bloom effect
6499 // copy the screen and shrink it and darken it for the bloom process
6500 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6501 // make the bloom texture
6502 R_Bloom_MakeTexture();
6505 #if _MSC_VER >= 1400
6506 #define sscanf sscanf_s
6508 memset(uservecs, 0, sizeof(uservecs));
6509 if (r_glsl_postprocess_uservec1_enable.integer)
6510 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6511 if (r_glsl_postprocess_uservec2_enable.integer)
6512 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6513 if (r_glsl_postprocess_uservec3_enable.integer)
6514 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6515 if (r_glsl_postprocess_uservec4_enable.integer)
6516 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6518 R_ResetViewRendering2D();
6519 GL_Color(1, 1, 1, 1);
6520 GL_BlendFunc(GL_ONE, GL_ZERO);
6522 switch(vid.renderpath)
6524 case RENDERPATH_GL20:
6525 case RENDERPATH_GLES2:
6526 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6527 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6528 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6529 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6530 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6531 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]);
6532 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6533 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]);
6534 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]);
6535 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]);
6536 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]);
6537 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6538 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6539 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);
6541 case RENDERPATH_D3D9:
6543 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6544 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6545 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6546 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6547 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6548 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6549 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6550 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6551 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6552 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6553 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6554 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6555 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6556 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6557 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6560 case RENDERPATH_D3D10:
6561 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6563 case RENDERPATH_D3D11:
6564 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6566 case RENDERPATH_SOFT:
6567 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6568 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6569 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6570 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6571 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6572 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6573 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6574 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6575 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6576 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6577 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6578 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6579 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6580 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6585 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6586 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6588 case RENDERPATH_GL11:
6589 case RENDERPATH_GL13:
6590 case RENDERPATH_GLES1:
6591 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6593 // apply a color tint to the whole view
6594 R_ResetViewRendering2D();
6595 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6596 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6597 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6598 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6599 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6605 matrix4x4_t r_waterscrollmatrix;
6607 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6610 if (gamemode == GAME_NEHAHRA)
6612 if (gl_fogenable.integer)
6614 r_refdef.oldgl_fogenable = true;
6615 r_refdef.fog_density = gl_fogdensity.value;
6616 r_refdef.fog_red = gl_fogred.value;
6617 r_refdef.fog_green = gl_foggreen.value;
6618 r_refdef.fog_blue = gl_fogblue.value;
6619 r_refdef.fog_alpha = 1;
6620 r_refdef.fog_start = 0;
6621 r_refdef.fog_end = gl_skyclip.value;
6622 r_refdef.fog_height = 1<<30;
6623 r_refdef.fog_fadedepth = 128;
6625 else if (r_refdef.oldgl_fogenable)
6627 r_refdef.oldgl_fogenable = false;
6628 r_refdef.fog_density = 0;
6629 r_refdef.fog_red = 0;
6630 r_refdef.fog_green = 0;
6631 r_refdef.fog_blue = 0;
6632 r_refdef.fog_alpha = 0;
6633 r_refdef.fog_start = 0;
6634 r_refdef.fog_end = 0;
6635 r_refdef.fog_height = 1<<30;
6636 r_refdef.fog_fadedepth = 128;
6641 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6642 r_refdef.fog_start = max(0, r_refdef.fog_start);
6643 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6645 if (r_refdef.fog_density && r_drawfog.integer)
6647 r_refdef.fogenabled = true;
6648 // this is the point where the fog reaches 0.9986 alpha, which we
6649 // consider a good enough cutoff point for the texture
6650 // (0.9986 * 256 == 255.6)
6651 if (r_fog_exp2.integer)
6652 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6654 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6655 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6656 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6657 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6658 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6659 R_BuildFogHeightTexture();
6660 // fog color was already set
6661 // update the fog texture
6662 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)
6663 R_BuildFogTexture();
6664 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6665 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6668 r_refdef.fogenabled = false;
6671 if (r_refdef.fog_density)
6673 r_refdef.fogcolor[0] = r_refdef.fog_red;
6674 r_refdef.fogcolor[1] = r_refdef.fog_green;
6675 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6677 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6678 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6679 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6680 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6684 VectorCopy(r_refdef.fogcolor, fogvec);
6685 // color.rgb *= ContrastBoost * SceneBrightness;
6686 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6687 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6688 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6689 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6694 void R_UpdateVariables(void)
6698 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6700 r_refdef.farclip = r_farclip_base.value;
6701 if (r_refdef.scene.worldmodel)
6702 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6703 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6705 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6706 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6707 r_refdef.polygonfactor = 0;
6708 r_refdef.polygonoffset = 0;
6709 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6710 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6712 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6713 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6714 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6715 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6716 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6717 if (FAKELIGHT_ENABLED)
6719 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6721 if (r_showsurfaces.integer)
6723 r_refdef.scene.rtworld = false;
6724 r_refdef.scene.rtworldshadows = false;
6725 r_refdef.scene.rtdlight = false;
6726 r_refdef.scene.rtdlightshadows = false;
6727 r_refdef.lightmapintensity = 0;
6730 switch(vid.renderpath)
6732 case RENDERPATH_GL20:
6733 case RENDERPATH_D3D9:
6734 case RENDERPATH_D3D10:
6735 case RENDERPATH_D3D11:
6736 case RENDERPATH_SOFT:
6737 case RENDERPATH_GLES2:
6738 if(v_glslgamma.integer && !vid_gammatables_trivial)
6740 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6742 // build GLSL gamma texture
6743 #define RAMPWIDTH 256
6744 unsigned short ramp[RAMPWIDTH * 3];
6745 unsigned char rampbgr[RAMPWIDTH][4];
6748 r_texture_gammaramps_serial = vid_gammatables_serial;
6750 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6751 for(i = 0; i < RAMPWIDTH; ++i)
6753 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6754 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6755 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6758 if (r_texture_gammaramps)
6760 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6764 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6770 // remove GLSL gamma texture
6773 case RENDERPATH_GL11:
6774 case RENDERPATH_GL13:
6775 case RENDERPATH_GLES1:
6780 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6781 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6787 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6788 if( scenetype != r_currentscenetype ) {
6789 // store the old scenetype
6790 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6791 r_currentscenetype = scenetype;
6792 // move in the new scene
6793 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6802 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6804 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6805 if( scenetype == r_currentscenetype ) {
6806 return &r_refdef.scene;
6808 return &r_scenes_store[ scenetype ];
6812 int R_SortEntities_Compare(const void *ap, const void *bp)
6814 const entity_render_t *a = *(const entity_render_t **)ap;
6815 const entity_render_t *b = *(const entity_render_t **)bp;
6818 if(a->model < b->model)
6820 if(a->model > b->model)
6824 // TODO possibly calculate the REAL skinnum here first using
6826 if(a->skinnum < b->skinnum)
6828 if(a->skinnum > b->skinnum)
6831 // everything we compared is equal
6834 void R_SortEntities(void)
6836 // below or equal 2 ents, sorting never gains anything
6837 if(r_refdef.scene.numentities <= 2)
6840 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6848 int dpsoftrast_test;
6849 extern void R_Shadow_UpdateBounceGridTexture(void);
6850 extern cvar_t r_shadow_bouncegrid;
6851 void R_RenderView(void)
6853 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6855 dpsoftrast_test = r_test.integer;
6857 if (r_timereport_active)
6858 R_TimeReport("start");
6859 r_textureframe++; // used only by R_GetCurrentTexture
6860 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6862 if(R_CompileShader_CheckStaticParms())
6865 if (!r_drawentities.integer)
6866 r_refdef.scene.numentities = 0;
6867 else if (r_sortentities.integer)
6870 R_AnimCache_ClearCache();
6871 R_FrameData_NewFrame();
6873 /* adjust for stereo display */
6874 if(R_Stereo_Active())
6876 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);
6877 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6880 if (r_refdef.view.isoverlay)
6882 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6883 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6884 R_TimeReport("depthclear");
6886 r_refdef.view.showdebug = false;
6888 r_waterstate.enabled = false;
6889 r_waterstate.numwaterplanes = 0;
6893 r_refdef.view.matrix = originalmatrix;
6899 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6901 r_refdef.view.matrix = originalmatrix;
6902 return; //Host_Error ("R_RenderView: NULL worldmodel");
6905 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6907 R_RenderView_UpdateViewVectors();
6909 R_Shadow_UpdateWorldLightSelection();
6911 R_Bloom_StartFrame();
6912 R_Water_StartFrame();
6915 if (r_timereport_active)
6916 R_TimeReport("viewsetup");
6918 R_ResetViewRendering3D();
6920 if (r_refdef.view.clear || r_refdef.fogenabled)
6922 R_ClearScreen(r_refdef.fogenabled);
6923 if (r_timereport_active)
6924 R_TimeReport("viewclear");
6926 r_refdef.view.clear = true;
6928 // this produces a bloom texture to be used in R_BlendView() later
6929 if (r_bloomstate.hdr)
6931 R_HDR_RenderBloomTexture();
6932 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6933 r_textureframe++; // used only by R_GetCurrentTexture
6936 r_refdef.view.showdebug = true;
6939 if (r_timereport_active)
6940 R_TimeReport("visibility");
6942 R_Shadow_UpdateBounceGridTexture();
6943 if (r_timereport_active && r_shadow_bouncegrid.integer)
6944 R_TimeReport("bouncegrid");
6946 r_waterstate.numwaterplanes = 0;
6947 if (r_waterstate.enabled)
6948 R_RenderWaterPlanes();
6951 r_waterstate.numwaterplanes = 0;
6954 if (r_timereport_active)
6955 R_TimeReport("blendview");
6957 GL_Scissor(0, 0, vid.width, vid.height);
6958 GL_ScissorTest(false);
6960 r_refdef.view.matrix = originalmatrix;
6965 void R_RenderWaterPlanes(void)
6967 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6969 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6970 if (r_timereport_active)
6971 R_TimeReport("waterworld");
6974 // don't let sound skip if going slow
6975 if (r_refdef.scene.extraupdate)
6978 R_DrawModelsAddWaterPlanes();
6979 if (r_timereport_active)
6980 R_TimeReport("watermodels");
6982 if (r_waterstate.numwaterplanes)
6984 R_Water_ProcessPlanes();
6985 if (r_timereport_active)
6986 R_TimeReport("waterscenes");
6990 extern void R_DrawLightningBeams (void);
6991 extern void VM_CL_AddPolygonsToMeshQueue (void);
6992 extern void R_DrawPortals (void);
6993 extern cvar_t cl_locs_show;
6994 static void R_DrawLocs(void);
6995 static void R_DrawEntityBBoxes(void);
6996 static void R_DrawModelDecals(void);
6997 extern void R_DrawModelShadows(void);
6998 extern void R_DrawModelShadowMaps(void);
6999 extern cvar_t cl_decals_newsystem;
7000 extern qboolean r_shadow_usingdeferredprepass;
7001 void R_RenderScene(void)
7003 qboolean shadowmapping = false;
7005 if (r_timereport_active)
7006 R_TimeReport("beginscene");
7008 r_refdef.stats.renders++;
7012 // don't let sound skip if going slow
7013 if (r_refdef.scene.extraupdate)
7016 R_MeshQueue_BeginScene();
7020 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);
7022 if (r_timereport_active)
7023 R_TimeReport("skystartframe");
7025 if (cl.csqc_vidvars.drawworld)
7027 // don't let sound skip if going slow
7028 if (r_refdef.scene.extraupdate)
7031 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7033 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7034 if (r_timereport_active)
7035 R_TimeReport("worldsky");
7038 if (R_DrawBrushModelsSky() && r_timereport_active)
7039 R_TimeReport("bmodelsky");
7041 if (skyrendermasked && skyrenderlater)
7043 // we have to force off the water clipping plane while rendering sky
7047 if (r_timereport_active)
7048 R_TimeReport("sky");
7052 R_Shadow_PrepareLights();
7053 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7054 R_Shadow_PrepareModelShadows();
7055 if (r_timereport_active)
7056 R_TimeReport("preparelights");
7058 if (R_Shadow_ShadowMappingEnabled())
7059 shadowmapping = true;
7061 if (r_shadow_usingdeferredprepass)
7062 R_Shadow_DrawPrepass();
7064 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7066 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7067 if (r_timereport_active)
7068 R_TimeReport("worlddepth");
7070 if (r_depthfirst.integer >= 2)
7072 R_DrawModelsDepth();
7073 if (r_timereport_active)
7074 R_TimeReport("modeldepth");
7077 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7079 R_DrawModelShadowMaps();
7080 R_ResetViewRendering3D();
7081 // don't let sound skip if going slow
7082 if (r_refdef.scene.extraupdate)
7086 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7088 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7089 if (r_timereport_active)
7090 R_TimeReport("world");
7093 // don't let sound skip if going slow
7094 if (r_refdef.scene.extraupdate)
7098 if (r_timereport_active)
7099 R_TimeReport("models");
7101 // don't let sound skip if going slow
7102 if (r_refdef.scene.extraupdate)
7105 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7107 R_DrawModelShadows();
7108 R_ResetViewRendering3D();
7109 // don't let sound skip if going slow
7110 if (r_refdef.scene.extraupdate)
7114 if (!r_shadow_usingdeferredprepass)
7116 R_Shadow_DrawLights();
7117 if (r_timereport_active)
7118 R_TimeReport("rtlights");
7121 // don't let sound skip if going slow
7122 if (r_refdef.scene.extraupdate)
7125 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7127 R_DrawModelShadows();
7128 R_ResetViewRendering3D();
7129 // don't let sound skip if going slow
7130 if (r_refdef.scene.extraupdate)
7134 if (cl.csqc_vidvars.drawworld)
7136 if (cl_decals_newsystem.integer)
7138 R_DrawModelDecals();
7139 if (r_timereport_active)
7140 R_TimeReport("modeldecals");
7145 if (r_timereport_active)
7146 R_TimeReport("decals");
7150 if (r_timereport_active)
7151 R_TimeReport("particles");
7154 if (r_timereport_active)
7155 R_TimeReport("explosions");
7157 R_DrawLightningBeams();
7158 if (r_timereport_active)
7159 R_TimeReport("lightning");
7162 VM_CL_AddPolygonsToMeshQueue();
7164 if (r_refdef.view.showdebug)
7166 if (cl_locs_show.integer)
7169 if (r_timereport_active)
7170 R_TimeReport("showlocs");
7173 if (r_drawportals.integer)
7176 if (r_timereport_active)
7177 R_TimeReport("portals");
7180 if (r_showbboxes.value > 0)
7182 R_DrawEntityBBoxes();
7183 if (r_timereport_active)
7184 R_TimeReport("bboxes");
7188 if (r_transparent.integer)
7190 R_MeshQueue_RenderTransparent();
7191 if (r_timereport_active)
7192 R_TimeReport("drawtrans");
7195 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))
7197 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7198 if (r_timereport_active)
7199 R_TimeReport("worlddebug");
7200 R_DrawModelsDebug();
7201 if (r_timereport_active)
7202 R_TimeReport("modeldebug");
7205 if (cl.csqc_vidvars.drawworld)
7207 R_Shadow_DrawCoronas();
7208 if (r_timereport_active)
7209 R_TimeReport("coronas");
7214 GL_DepthTest(false);
7215 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7216 GL_Color(1, 1, 1, 1);
7217 qglBegin(GL_POLYGON);
7218 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7219 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7220 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7221 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7223 qglBegin(GL_POLYGON);
7224 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7225 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7226 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7227 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7229 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7233 // don't let sound skip if going slow
7234 if (r_refdef.scene.extraupdate)
7237 R_ResetViewRendering2D();
7240 static const unsigned short bboxelements[36] =
7250 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7253 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7255 RSurf_ActiveWorldEntity();
7257 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7258 GL_DepthMask(false);
7259 GL_DepthRange(0, 1);
7260 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7261 // R_Mesh_ResetTextureState();
7263 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7264 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7265 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7266 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7267 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7268 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7269 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7270 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7271 R_FillColors(color4f, 8, cr, cg, cb, ca);
7272 if (r_refdef.fogenabled)
7274 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7276 f1 = RSurf_FogVertex(v);
7278 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7279 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7280 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7283 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7284 R_Mesh_ResetTextureState();
7285 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7286 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7289 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7293 prvm_edict_t *edict;
7294 prvm_prog_t *prog_save = prog;
7296 // this function draws bounding boxes of server entities
7300 GL_CullFace(GL_NONE);
7301 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7305 for (i = 0;i < numsurfaces;i++)
7307 edict = PRVM_EDICT_NUM(surfacelist[i]);
7308 switch ((int)PRVM_serveredictfloat(edict, solid))
7310 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7311 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7312 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7313 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7314 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7315 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7317 color[3] *= r_showbboxes.value;
7318 color[3] = bound(0, color[3], 1);
7319 GL_DepthTest(!r_showdisabledepthtest.integer);
7320 GL_CullFace(r_refdef.view.cullface_front);
7321 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7327 static void R_DrawEntityBBoxes(void)
7330 prvm_edict_t *edict;
7332 prvm_prog_t *prog_save = prog;
7334 // this function draws bounding boxes of server entities
7340 for (i = 0;i < prog->num_edicts;i++)
7342 edict = PRVM_EDICT_NUM(i);
7343 if (edict->priv.server->free)
7345 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7346 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7348 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7350 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7351 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7357 static const int nomodelelement3i[24] =
7369 static const unsigned short nomodelelement3s[24] =
7381 static const float nomodelvertex3f[6*3] =
7391 static const float nomodelcolor4f[6*4] =
7393 0.0f, 0.0f, 0.5f, 1.0f,
7394 0.0f, 0.0f, 0.5f, 1.0f,
7395 0.0f, 0.5f, 0.0f, 1.0f,
7396 0.0f, 0.5f, 0.0f, 1.0f,
7397 0.5f, 0.0f, 0.0f, 1.0f,
7398 0.5f, 0.0f, 0.0f, 1.0f
7401 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7407 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);
7409 // this is only called once per entity so numsurfaces is always 1, and
7410 // surfacelist is always {0}, so this code does not handle batches
7412 if (rsurface.ent_flags & RENDER_ADDITIVE)
7414 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7415 GL_DepthMask(false);
7417 else if (rsurface.colormod[3] < 1)
7419 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7420 GL_DepthMask(false);
7424 GL_BlendFunc(GL_ONE, GL_ZERO);
7427 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7428 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7429 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7430 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7431 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7432 for (i = 0, c = color4f;i < 6;i++, c += 4)
7434 c[0] *= rsurface.colormod[0];
7435 c[1] *= rsurface.colormod[1];
7436 c[2] *= rsurface.colormod[2];
7437 c[3] *= rsurface.colormod[3];
7439 if (r_refdef.fogenabled)
7441 for (i = 0, c = color4f;i < 6;i++, c += 4)
7443 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7445 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7446 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7447 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7450 // R_Mesh_ResetTextureState();
7451 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7452 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7453 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7456 void R_DrawNoModel(entity_render_t *ent)
7459 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7460 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7461 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7463 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7466 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7468 vec3_t right1, right2, diff, normal;
7470 VectorSubtract (org2, org1, normal);
7472 // calculate 'right' vector for start
7473 VectorSubtract (r_refdef.view.origin, org1, diff);
7474 CrossProduct (normal, diff, right1);
7475 VectorNormalize (right1);
7477 // calculate 'right' vector for end
7478 VectorSubtract (r_refdef.view.origin, org2, diff);
7479 CrossProduct (normal, diff, right2);
7480 VectorNormalize (right2);
7482 vert[ 0] = org1[0] + width * right1[0];
7483 vert[ 1] = org1[1] + width * right1[1];
7484 vert[ 2] = org1[2] + width * right1[2];
7485 vert[ 3] = org1[0] - width * right1[0];
7486 vert[ 4] = org1[1] - width * right1[1];
7487 vert[ 5] = org1[2] - width * right1[2];
7488 vert[ 6] = org2[0] - width * right2[0];
7489 vert[ 7] = org2[1] - width * right2[1];
7490 vert[ 8] = org2[2] - width * right2[2];
7491 vert[ 9] = org2[0] + width * right2[0];
7492 vert[10] = org2[1] + width * right2[1];
7493 vert[11] = org2[2] + width * right2[2];
7496 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)
7498 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7499 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7500 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7501 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7502 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7503 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7504 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7505 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7506 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7507 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7508 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7509 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7512 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7517 VectorSet(v, x, y, z);
7518 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7519 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7521 if (i == mesh->numvertices)
7523 if (mesh->numvertices < mesh->maxvertices)
7525 VectorCopy(v, vertex3f);
7526 mesh->numvertices++;
7528 return mesh->numvertices;
7534 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7538 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7539 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7540 e = mesh->element3i + mesh->numtriangles * 3;
7541 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7543 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7544 if (mesh->numtriangles < mesh->maxtriangles)
7549 mesh->numtriangles++;
7551 element[1] = element[2];
7555 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7559 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7560 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7561 e = mesh->element3i + mesh->numtriangles * 3;
7562 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7564 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7565 if (mesh->numtriangles < mesh->maxtriangles)
7570 mesh->numtriangles++;
7572 element[1] = element[2];
7576 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7577 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7579 int planenum, planenum2;
7582 mplane_t *plane, *plane2;
7584 double temppoints[2][256*3];
7585 // figure out how large a bounding box we need to properly compute this brush
7587 for (w = 0;w < numplanes;w++)
7588 maxdist = max(maxdist, fabs(planes[w].dist));
7589 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7590 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7591 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7595 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7596 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7598 if (planenum2 == planenum)
7600 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);
7603 if (tempnumpoints < 3)
7605 // generate elements forming a triangle fan for this polygon
7606 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7610 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7612 texturelayer_t *layer;
7613 layer = t->currentlayers + t->currentnumlayers++;
7615 layer->depthmask = depthmask;
7616 layer->blendfunc1 = blendfunc1;
7617 layer->blendfunc2 = blendfunc2;
7618 layer->texture = texture;
7619 layer->texmatrix = *matrix;
7620 layer->color[0] = r;
7621 layer->color[1] = g;
7622 layer->color[2] = b;
7623 layer->color[3] = a;
7626 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7628 if(parms[0] == 0 && parms[1] == 0)
7630 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7631 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7636 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7639 index = parms[2] + rsurface.shadertime * parms[3];
7640 index -= floor(index);
7641 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7644 case Q3WAVEFUNC_NONE:
7645 case Q3WAVEFUNC_NOISE:
7646 case Q3WAVEFUNC_COUNT:
7649 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7650 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7651 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7652 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7653 case Q3WAVEFUNC_TRIANGLE:
7655 f = index - floor(index);
7668 f = parms[0] + parms[1] * f;
7669 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7670 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7674 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7680 matrix4x4_t matrix, temp;
7681 switch(tcmod->tcmod)
7685 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7686 matrix = r_waterscrollmatrix;
7688 matrix = identitymatrix;
7690 case Q3TCMOD_ENTITYTRANSLATE:
7691 // this is used in Q3 to allow the gamecode to control texcoord
7692 // scrolling on the entity, which is not supported in darkplaces yet.
7693 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7695 case Q3TCMOD_ROTATE:
7696 f = tcmod->parms[0] * rsurface.shadertime;
7697 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7698 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7699 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7702 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7704 case Q3TCMOD_SCROLL:
7705 // extra care is needed because of precision breakdown with large values of time
7706 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7707 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7708 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7710 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7711 w = (int) tcmod->parms[0];
7712 h = (int) tcmod->parms[1];
7713 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7715 idx = (int) floor(f * w * h);
7716 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7718 case Q3TCMOD_STRETCH:
7719 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7720 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7722 case Q3TCMOD_TRANSFORM:
7723 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7724 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7725 VectorSet(tcmat + 6, 0 , 0 , 1);
7726 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7727 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7729 case Q3TCMOD_TURBULENT:
7730 // this is handled in the RSurf_PrepareVertices function
7731 matrix = identitymatrix;
7735 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7738 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7740 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7741 char name[MAX_QPATH];
7742 skinframe_t *skinframe;
7743 unsigned char pixels[296*194];
7744 strlcpy(cache->name, skinname, sizeof(cache->name));
7745 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7746 if (developer_loading.integer)
7747 Con_Printf("loading %s\n", name);
7748 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7749 if (!skinframe || !skinframe->base)
7752 fs_offset_t filesize;
7754 f = FS_LoadFile(name, tempmempool, true, &filesize);
7757 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7758 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7762 cache->skinframe = skinframe;
7765 texture_t *R_GetCurrentTexture(texture_t *t)
7768 const entity_render_t *ent = rsurface.entity;
7769 dp_model_t *model = ent->model;
7770 q3shaderinfo_layer_tcmod_t *tcmod;
7772 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7773 return t->currentframe;
7774 t->update_lastrenderframe = r_textureframe;
7775 t->update_lastrenderentity = (void *)ent;
7777 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7778 t->camera_entity = ent->entitynumber;
7780 t->camera_entity = 0;
7782 // switch to an alternate material if this is a q1bsp animated material
7784 texture_t *texture = t;
7785 int s = rsurface.ent_skinnum;
7786 if ((unsigned int)s >= (unsigned int)model->numskins)
7788 if (model->skinscenes)
7790 if (model->skinscenes[s].framecount > 1)
7791 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7793 s = model->skinscenes[s].firstframe;
7796 t = t + s * model->num_surfaces;
7799 // use an alternate animation if the entity's frame is not 0,
7800 // and only if the texture has an alternate animation
7801 if (rsurface.ent_alttextures && t->anim_total[1])
7802 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7804 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7806 texture->currentframe = t;
7809 // update currentskinframe to be a qw skin or animation frame
7810 if (rsurface.ent_qwskin >= 0)
7812 i = rsurface.ent_qwskin;
7813 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7815 r_qwskincache_size = cl.maxclients;
7817 Mem_Free(r_qwskincache);
7818 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7820 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7821 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7822 t->currentskinframe = r_qwskincache[i].skinframe;
7823 if (t->currentskinframe == NULL)
7824 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7826 else if (t->numskinframes >= 2)
7827 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7828 if (t->backgroundnumskinframes >= 2)
7829 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7831 t->currentmaterialflags = t->basematerialflags;
7832 t->currentalpha = rsurface.colormod[3];
7833 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7834 t->currentalpha *= r_wateralpha.value;
7835 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7836 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7837 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7838 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7839 if (!(rsurface.ent_flags & RENDER_LIGHT))
7840 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7841 else if (FAKELIGHT_ENABLED)
7843 // no modellight if using fakelight for the map
7845 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7847 // pick a model lighting mode
7848 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7849 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7851 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7853 if (rsurface.ent_flags & RENDER_ADDITIVE)
7854 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7855 else if (t->currentalpha < 1)
7856 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7857 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7858 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7859 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7860 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7861 if (t->backgroundnumskinframes)
7862 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7863 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7865 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7866 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7869 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7870 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7872 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7873 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7875 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7876 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7878 // there is no tcmod
7879 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7881 t->currenttexmatrix = r_waterscrollmatrix;
7882 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7884 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7886 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7887 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7890 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7891 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7892 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7893 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7895 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7896 if (t->currentskinframe->qpixels)
7897 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7898 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7899 if (!t->basetexture)
7900 t->basetexture = r_texture_notexture;
7901 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7902 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7903 t->nmaptexture = t->currentskinframe->nmap;
7904 if (!t->nmaptexture)
7905 t->nmaptexture = r_texture_blanknormalmap;
7906 t->glosstexture = r_texture_black;
7907 t->glowtexture = t->currentskinframe->glow;
7908 t->fogtexture = t->currentskinframe->fog;
7909 t->reflectmasktexture = t->currentskinframe->reflect;
7910 if (t->backgroundnumskinframes)
7912 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7913 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7914 t->backgroundglosstexture = r_texture_black;
7915 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7916 if (!t->backgroundnmaptexture)
7917 t->backgroundnmaptexture = r_texture_blanknormalmap;
7921 t->backgroundbasetexture = r_texture_white;
7922 t->backgroundnmaptexture = r_texture_blanknormalmap;
7923 t->backgroundglosstexture = r_texture_black;
7924 t->backgroundglowtexture = NULL;
7926 t->specularpower = r_shadow_glossexponent.value;
7927 // TODO: store reference values for these in the texture?
7928 t->specularscale = 0;
7929 if (r_shadow_gloss.integer > 0)
7931 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7933 if (r_shadow_glossintensity.value > 0)
7935 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7936 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7937 t->specularscale = r_shadow_glossintensity.value;
7940 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7942 t->glosstexture = r_texture_white;
7943 t->backgroundglosstexture = r_texture_white;
7944 t->specularscale = r_shadow_gloss2intensity.value;
7945 t->specularpower = r_shadow_gloss2exponent.value;
7948 t->specularscale *= t->specularscalemod;
7949 t->specularpower *= t->specularpowermod;
7950 t->rtlightambient = 0;
7952 // lightmaps mode looks bad with dlights using actual texturing, so turn
7953 // off the colormap and glossmap, but leave the normalmap on as it still
7954 // accurately represents the shading involved
7955 if (gl_lightmaps.integer)
7957 t->basetexture = r_texture_grey128;
7958 t->pantstexture = r_texture_black;
7959 t->shirttexture = r_texture_black;
7960 t->nmaptexture = r_texture_blanknormalmap;
7961 t->glosstexture = r_texture_black;
7962 t->glowtexture = NULL;
7963 t->fogtexture = NULL;
7964 t->reflectmasktexture = NULL;
7965 t->backgroundbasetexture = NULL;
7966 t->backgroundnmaptexture = r_texture_blanknormalmap;
7967 t->backgroundglosstexture = r_texture_black;
7968 t->backgroundglowtexture = NULL;
7969 t->specularscale = 0;
7970 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7973 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7974 VectorClear(t->dlightcolor);
7975 t->currentnumlayers = 0;
7976 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7978 int blendfunc1, blendfunc2;
7980 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7982 blendfunc1 = GL_SRC_ALPHA;
7983 blendfunc2 = GL_ONE;
7985 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7987 blendfunc1 = GL_SRC_ALPHA;
7988 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7990 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7992 blendfunc1 = t->customblendfunc[0];
7993 blendfunc2 = t->customblendfunc[1];
7997 blendfunc1 = GL_ONE;
7998 blendfunc2 = GL_ZERO;
8000 // don't colormod evilblend textures
8001 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8002 VectorSet(t->lightmapcolor, 1, 1, 1);
8003 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8004 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8006 // fullbright is not affected by r_refdef.lightmapintensity
8007 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8008 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8009 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8010 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8011 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8015 vec3_t ambientcolor;
8017 // set the color tint used for lights affecting this surface
8018 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8020 // q3bsp has no lightmap updates, so the lightstylevalue that
8021 // would normally be baked into the lightmap must be
8022 // applied to the color
8023 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8024 if (model->type == mod_brushq3)
8025 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8026 colorscale *= r_refdef.lightmapintensity;
8027 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8028 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8029 // basic lit geometry
8030 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8031 // add pants/shirt if needed
8032 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8033 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8034 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8035 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8036 // now add ambient passes if needed
8037 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8039 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8040 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8041 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8042 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8043 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8046 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8047 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8048 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8050 // if this is opaque use alpha blend which will darken the earlier
8053 // if this is an alpha blended material, all the earlier passes
8054 // were darkened by fog already, so we only need to add the fog
8055 // color ontop through the fog mask texture
8057 // if this is an additive blended material, all the earlier passes
8058 // were darkened by fog already, and we should not add fog color
8059 // (because the background was not darkened, there is no fog color
8060 // that was lost behind it).
8061 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8065 return t->currentframe;
8068 rsurfacestate_t rsurface;
8070 void RSurf_ActiveWorldEntity(void)
8072 dp_model_t *model = r_refdef.scene.worldmodel;
8073 //if (rsurface.entity == r_refdef.scene.worldentity)
8075 rsurface.entity = r_refdef.scene.worldentity;
8076 rsurface.skeleton = NULL;
8077 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8078 rsurface.ent_skinnum = 0;
8079 rsurface.ent_qwskin = -1;
8080 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8081 rsurface.shadertime = r_refdef.scene.time;
8082 rsurface.matrix = identitymatrix;
8083 rsurface.inversematrix = identitymatrix;
8084 rsurface.matrixscale = 1;
8085 rsurface.inversematrixscale = 1;
8086 R_EntityMatrix(&identitymatrix);
8087 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8088 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8089 rsurface.fograngerecip = r_refdef.fograngerecip;
8090 rsurface.fogheightfade = r_refdef.fogheightfade;
8091 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8092 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8093 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8094 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8095 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8096 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8097 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8098 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8099 rsurface.colormod[3] = 1;
8100 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8101 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8102 rsurface.frameblend[0].lerp = 1;
8103 rsurface.ent_alttextures = false;
8104 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8105 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8106 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8107 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8108 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8109 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8110 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8111 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8112 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8113 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8114 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8115 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8116 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8117 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8118 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8119 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8120 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8121 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8122 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8123 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8124 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8125 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8126 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8127 rsurface.modelelement3i = model->surfmesh.data_element3i;
8128 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8129 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8130 rsurface.modelelement3s = model->surfmesh.data_element3s;
8131 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8132 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8133 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8134 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8135 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8136 rsurface.modelsurfaces = model->data_surfaces;
8137 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8138 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8139 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8140 rsurface.modelgeneratedvertex = false;
8141 rsurface.batchgeneratedvertex = false;
8142 rsurface.batchfirstvertex = 0;
8143 rsurface.batchnumvertices = 0;
8144 rsurface.batchfirsttriangle = 0;
8145 rsurface.batchnumtriangles = 0;
8146 rsurface.batchvertex3f = NULL;
8147 rsurface.batchvertex3f_vertexbuffer = NULL;
8148 rsurface.batchvertex3f_bufferoffset = 0;
8149 rsurface.batchsvector3f = NULL;
8150 rsurface.batchsvector3f_vertexbuffer = NULL;
8151 rsurface.batchsvector3f_bufferoffset = 0;
8152 rsurface.batchtvector3f = NULL;
8153 rsurface.batchtvector3f_vertexbuffer = NULL;
8154 rsurface.batchtvector3f_bufferoffset = 0;
8155 rsurface.batchnormal3f = NULL;
8156 rsurface.batchnormal3f_vertexbuffer = NULL;
8157 rsurface.batchnormal3f_bufferoffset = 0;
8158 rsurface.batchlightmapcolor4f = NULL;
8159 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8160 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8161 rsurface.batchtexcoordtexture2f = NULL;
8162 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8163 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8164 rsurface.batchtexcoordlightmap2f = NULL;
8165 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8166 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8167 rsurface.batchvertexmesh = NULL;
8168 rsurface.batchvertexmeshbuffer = NULL;
8169 rsurface.batchvertex3fbuffer = NULL;
8170 rsurface.batchelement3i = NULL;
8171 rsurface.batchelement3i_indexbuffer = NULL;
8172 rsurface.batchelement3i_bufferoffset = 0;
8173 rsurface.batchelement3s = NULL;
8174 rsurface.batchelement3s_indexbuffer = NULL;
8175 rsurface.batchelement3s_bufferoffset = 0;
8176 rsurface.passcolor4f = NULL;
8177 rsurface.passcolor4f_vertexbuffer = NULL;
8178 rsurface.passcolor4f_bufferoffset = 0;
8181 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8183 dp_model_t *model = ent->model;
8184 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8186 rsurface.entity = (entity_render_t *)ent;
8187 rsurface.skeleton = ent->skeleton;
8188 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8189 rsurface.ent_skinnum = ent->skinnum;
8190 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;
8191 rsurface.ent_flags = ent->flags;
8192 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8193 rsurface.matrix = ent->matrix;
8194 rsurface.inversematrix = ent->inversematrix;
8195 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8196 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8197 R_EntityMatrix(&rsurface.matrix);
8198 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8199 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8200 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8201 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8202 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8203 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8204 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8205 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8206 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8207 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8208 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8209 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8210 rsurface.colormod[3] = ent->alpha;
8211 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8212 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8213 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8214 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8215 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8216 if (ent->model->brush.submodel && !prepass)
8218 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8219 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8221 if (model->surfmesh.isanimated && model->AnimateVertices)
8223 if (ent->animcache_vertex3f)
8225 rsurface.modelvertex3f = ent->animcache_vertex3f;
8226 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8227 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8228 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8229 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8230 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8231 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8233 else if (wanttangents)
8235 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8236 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8237 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8238 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8239 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8240 rsurface.modelvertexmesh = NULL;
8241 rsurface.modelvertexmeshbuffer = NULL;
8242 rsurface.modelvertex3fbuffer = NULL;
8244 else if (wantnormals)
8246 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8247 rsurface.modelsvector3f = NULL;
8248 rsurface.modeltvector3f = NULL;
8249 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8250 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8251 rsurface.modelvertexmesh = NULL;
8252 rsurface.modelvertexmeshbuffer = NULL;
8253 rsurface.modelvertex3fbuffer = NULL;
8257 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8258 rsurface.modelsvector3f = NULL;
8259 rsurface.modeltvector3f = NULL;
8260 rsurface.modelnormal3f = NULL;
8261 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8262 rsurface.modelvertexmesh = NULL;
8263 rsurface.modelvertexmeshbuffer = NULL;
8264 rsurface.modelvertex3fbuffer = NULL;
8266 rsurface.modelvertex3f_vertexbuffer = 0;
8267 rsurface.modelvertex3f_bufferoffset = 0;
8268 rsurface.modelsvector3f_vertexbuffer = 0;
8269 rsurface.modelsvector3f_bufferoffset = 0;
8270 rsurface.modeltvector3f_vertexbuffer = 0;
8271 rsurface.modeltvector3f_bufferoffset = 0;
8272 rsurface.modelnormal3f_vertexbuffer = 0;
8273 rsurface.modelnormal3f_bufferoffset = 0;
8274 rsurface.modelgeneratedvertex = true;
8278 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8279 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8280 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8281 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8282 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8283 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8284 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8285 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8286 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8287 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8288 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8289 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8290 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8291 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8292 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8293 rsurface.modelgeneratedvertex = false;
8295 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8296 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8297 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8298 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8299 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8300 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8301 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8302 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8303 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8304 rsurface.modelelement3i = model->surfmesh.data_element3i;
8305 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8306 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8307 rsurface.modelelement3s = model->surfmesh.data_element3s;
8308 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8309 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8310 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8311 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8312 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8313 rsurface.modelsurfaces = model->data_surfaces;
8314 rsurface.batchgeneratedvertex = false;
8315 rsurface.batchfirstvertex = 0;
8316 rsurface.batchnumvertices = 0;
8317 rsurface.batchfirsttriangle = 0;
8318 rsurface.batchnumtriangles = 0;
8319 rsurface.batchvertex3f = NULL;
8320 rsurface.batchvertex3f_vertexbuffer = NULL;
8321 rsurface.batchvertex3f_bufferoffset = 0;
8322 rsurface.batchsvector3f = NULL;
8323 rsurface.batchsvector3f_vertexbuffer = NULL;
8324 rsurface.batchsvector3f_bufferoffset = 0;
8325 rsurface.batchtvector3f = NULL;
8326 rsurface.batchtvector3f_vertexbuffer = NULL;
8327 rsurface.batchtvector3f_bufferoffset = 0;
8328 rsurface.batchnormal3f = NULL;
8329 rsurface.batchnormal3f_vertexbuffer = NULL;
8330 rsurface.batchnormal3f_bufferoffset = 0;
8331 rsurface.batchlightmapcolor4f = NULL;
8332 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8333 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8334 rsurface.batchtexcoordtexture2f = NULL;
8335 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8336 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8337 rsurface.batchtexcoordlightmap2f = NULL;
8338 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8339 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8340 rsurface.batchvertexmesh = NULL;
8341 rsurface.batchvertexmeshbuffer = NULL;
8342 rsurface.batchvertex3fbuffer = NULL;
8343 rsurface.batchelement3i = NULL;
8344 rsurface.batchelement3i_indexbuffer = NULL;
8345 rsurface.batchelement3i_bufferoffset = 0;
8346 rsurface.batchelement3s = NULL;
8347 rsurface.batchelement3s_indexbuffer = NULL;
8348 rsurface.batchelement3s_bufferoffset = 0;
8349 rsurface.passcolor4f = NULL;
8350 rsurface.passcolor4f_vertexbuffer = NULL;
8351 rsurface.passcolor4f_bufferoffset = 0;
8354 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)
8356 rsurface.entity = r_refdef.scene.worldentity;
8357 rsurface.skeleton = NULL;
8358 rsurface.ent_skinnum = 0;
8359 rsurface.ent_qwskin = -1;
8360 rsurface.ent_flags = entflags;
8361 rsurface.shadertime = r_refdef.scene.time - shadertime;
8362 rsurface.modelnumvertices = numvertices;
8363 rsurface.modelnumtriangles = numtriangles;
8364 rsurface.matrix = *matrix;
8365 rsurface.inversematrix = *inversematrix;
8366 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8367 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8368 R_EntityMatrix(&rsurface.matrix);
8369 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8370 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8371 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8372 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8373 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8374 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8375 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8376 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8377 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8378 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8379 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8380 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8381 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8382 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8383 rsurface.frameblend[0].lerp = 1;
8384 rsurface.ent_alttextures = false;
8385 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8386 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8389 rsurface.modelvertex3f = (float *)vertex3f;
8390 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8391 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8392 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8394 else if (wantnormals)
8396 rsurface.modelvertex3f = (float *)vertex3f;
8397 rsurface.modelsvector3f = NULL;
8398 rsurface.modeltvector3f = NULL;
8399 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8403 rsurface.modelvertex3f = (float *)vertex3f;
8404 rsurface.modelsvector3f = NULL;
8405 rsurface.modeltvector3f = NULL;
8406 rsurface.modelnormal3f = NULL;
8408 rsurface.modelvertexmesh = NULL;
8409 rsurface.modelvertexmeshbuffer = NULL;
8410 rsurface.modelvertex3fbuffer = NULL;
8411 rsurface.modelvertex3f_vertexbuffer = 0;
8412 rsurface.modelvertex3f_bufferoffset = 0;
8413 rsurface.modelsvector3f_vertexbuffer = 0;
8414 rsurface.modelsvector3f_bufferoffset = 0;
8415 rsurface.modeltvector3f_vertexbuffer = 0;
8416 rsurface.modeltvector3f_bufferoffset = 0;
8417 rsurface.modelnormal3f_vertexbuffer = 0;
8418 rsurface.modelnormal3f_bufferoffset = 0;
8419 rsurface.modelgeneratedvertex = true;
8420 rsurface.modellightmapcolor4f = (float *)color4f;
8421 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8422 rsurface.modellightmapcolor4f_bufferoffset = 0;
8423 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8424 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8425 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8426 rsurface.modeltexcoordlightmap2f = NULL;
8427 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8428 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8429 rsurface.modelelement3i = (int *)element3i;
8430 rsurface.modelelement3i_indexbuffer = NULL;
8431 rsurface.modelelement3i_bufferoffset = 0;
8432 rsurface.modelelement3s = (unsigned short *)element3s;
8433 rsurface.modelelement3s_indexbuffer = NULL;
8434 rsurface.modelelement3s_bufferoffset = 0;
8435 rsurface.modellightmapoffsets = NULL;
8436 rsurface.modelsurfaces = NULL;
8437 rsurface.batchgeneratedvertex = false;
8438 rsurface.batchfirstvertex = 0;
8439 rsurface.batchnumvertices = 0;
8440 rsurface.batchfirsttriangle = 0;
8441 rsurface.batchnumtriangles = 0;
8442 rsurface.batchvertex3f = NULL;
8443 rsurface.batchvertex3f_vertexbuffer = NULL;
8444 rsurface.batchvertex3f_bufferoffset = 0;
8445 rsurface.batchsvector3f = NULL;
8446 rsurface.batchsvector3f_vertexbuffer = NULL;
8447 rsurface.batchsvector3f_bufferoffset = 0;
8448 rsurface.batchtvector3f = NULL;
8449 rsurface.batchtvector3f_vertexbuffer = NULL;
8450 rsurface.batchtvector3f_bufferoffset = 0;
8451 rsurface.batchnormal3f = NULL;
8452 rsurface.batchnormal3f_vertexbuffer = NULL;
8453 rsurface.batchnormal3f_bufferoffset = 0;
8454 rsurface.batchlightmapcolor4f = NULL;
8455 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8456 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8457 rsurface.batchtexcoordtexture2f = NULL;
8458 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8459 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8460 rsurface.batchtexcoordlightmap2f = NULL;
8461 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8462 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8463 rsurface.batchvertexmesh = NULL;
8464 rsurface.batchvertexmeshbuffer = NULL;
8465 rsurface.batchvertex3fbuffer = NULL;
8466 rsurface.batchelement3i = NULL;
8467 rsurface.batchelement3i_indexbuffer = NULL;
8468 rsurface.batchelement3i_bufferoffset = 0;
8469 rsurface.batchelement3s = NULL;
8470 rsurface.batchelement3s_indexbuffer = NULL;
8471 rsurface.batchelement3s_bufferoffset = 0;
8472 rsurface.passcolor4f = NULL;
8473 rsurface.passcolor4f_vertexbuffer = NULL;
8474 rsurface.passcolor4f_bufferoffset = 0;
8476 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8478 if ((wantnormals || wanttangents) && !normal3f)
8480 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8481 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8483 if (wanttangents && !svector3f)
8485 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8486 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8487 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8492 float RSurf_FogPoint(const float *v)
8494 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8495 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8496 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8497 float FogHeightFade = r_refdef.fogheightfade;
8499 unsigned int fogmasktableindex;
8500 if (r_refdef.fogplaneviewabove)
8501 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8503 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8504 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8505 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8508 float RSurf_FogVertex(const float *v)
8510 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8511 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8512 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8513 float FogHeightFade = rsurface.fogheightfade;
8515 unsigned int fogmasktableindex;
8516 if (r_refdef.fogplaneviewabove)
8517 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8519 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8520 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8521 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8524 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8527 for (i = 0;i < numelements;i++)
8528 outelement3i[i] = inelement3i[i] + adjust;
8531 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8532 extern cvar_t gl_vbo;
8533 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8541 int surfacefirsttriangle;
8542 int surfacenumtriangles;
8543 int surfacefirstvertex;
8544 int surfaceendvertex;
8545 int surfacenumvertices;
8546 int batchnumvertices;
8547 int batchnumtriangles;
8551 qboolean dynamicvertex;
8555 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8557 q3shaderinfo_deform_t *deform;
8558 const msurface_t *surface, *firstsurface;
8559 r_vertexmesh_t *vertexmesh;
8560 if (!texturenumsurfaces)
8562 // find vertex range of this surface batch
8564 firstsurface = texturesurfacelist[0];
8565 firsttriangle = firstsurface->num_firsttriangle;
8566 batchnumvertices = 0;
8567 batchnumtriangles = 0;
8568 firstvertex = endvertex = firstsurface->num_firstvertex;
8569 for (i = 0;i < texturenumsurfaces;i++)
8571 surface = texturesurfacelist[i];
8572 if (surface != firstsurface + i)
8574 surfacefirstvertex = surface->num_firstvertex;
8575 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8576 surfacenumvertices = surface->num_vertices;
8577 surfacenumtriangles = surface->num_triangles;
8578 if (firstvertex > surfacefirstvertex)
8579 firstvertex = surfacefirstvertex;
8580 if (endvertex < surfaceendvertex)
8581 endvertex = surfaceendvertex;
8582 batchnumvertices += surfacenumvertices;
8583 batchnumtriangles += surfacenumtriangles;
8586 // we now know the vertex range used, and if there are any gaps in it
8587 rsurface.batchfirstvertex = firstvertex;
8588 rsurface.batchnumvertices = endvertex - firstvertex;
8589 rsurface.batchfirsttriangle = firsttriangle;
8590 rsurface.batchnumtriangles = batchnumtriangles;
8592 // this variable holds flags for which properties have been updated that
8593 // may require regenerating vertexmesh array...
8596 // check if any dynamic vertex processing must occur
8597 dynamicvertex = false;
8599 // if there is a chance of animated vertex colors, it's a dynamic batch
8600 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8602 dynamicvertex = true;
8603 batchneed |= BATCHNEED_NOGAPS;
8604 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8607 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8609 switch (deform->deform)
8612 case Q3DEFORM_PROJECTIONSHADOW:
8613 case Q3DEFORM_TEXT0:
8614 case Q3DEFORM_TEXT1:
8615 case Q3DEFORM_TEXT2:
8616 case Q3DEFORM_TEXT3:
8617 case Q3DEFORM_TEXT4:
8618 case Q3DEFORM_TEXT5:
8619 case Q3DEFORM_TEXT6:
8620 case Q3DEFORM_TEXT7:
8623 case Q3DEFORM_AUTOSPRITE:
8624 dynamicvertex = true;
8625 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8626 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8628 case Q3DEFORM_AUTOSPRITE2:
8629 dynamicvertex = true;
8630 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8631 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8633 case Q3DEFORM_NORMAL:
8634 dynamicvertex = true;
8635 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8636 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8639 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8640 break; // if wavefunc is a nop, ignore this transform
8641 dynamicvertex = true;
8642 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8643 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8645 case Q3DEFORM_BULGE:
8646 dynamicvertex = true;
8647 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8648 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8651 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8652 break; // if wavefunc is a nop, ignore this transform
8653 dynamicvertex = true;
8654 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8655 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8659 switch(rsurface.texture->tcgen.tcgen)
8662 case Q3TCGEN_TEXTURE:
8664 case Q3TCGEN_LIGHTMAP:
8665 dynamicvertex = true;
8666 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8667 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8669 case Q3TCGEN_VECTOR:
8670 dynamicvertex = true;
8671 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8672 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8674 case Q3TCGEN_ENVIRONMENT:
8675 dynamicvertex = true;
8676 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8677 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8680 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8682 dynamicvertex = true;
8683 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8684 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8687 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8689 dynamicvertex = true;
8690 batchneed |= BATCHNEED_NOGAPS;
8691 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8694 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8696 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8697 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8698 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8699 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8700 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8701 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8702 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8705 // when the model data has no vertex buffer (dynamic mesh), we need to
8707 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8708 batchneed |= BATCHNEED_NOGAPS;
8710 // if needsupdate, we have to do a dynamic vertex batch for sure
8711 if (needsupdate & batchneed)
8712 dynamicvertex = true;
8714 // see if we need to build vertexmesh from arrays
8715 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8716 dynamicvertex = true;
8718 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8719 // also some drivers strongly dislike firstvertex
8720 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8721 dynamicvertex = true;
8723 rsurface.batchvertex3f = rsurface.modelvertex3f;
8724 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8725 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8726 rsurface.batchsvector3f = rsurface.modelsvector3f;
8727 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8728 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8729 rsurface.batchtvector3f = rsurface.modeltvector3f;
8730 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8731 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8732 rsurface.batchnormal3f = rsurface.modelnormal3f;
8733 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8734 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8735 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8736 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8737 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8738 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8739 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8740 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8741 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8742 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8743 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8744 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8745 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8746 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8747 rsurface.batchelement3i = rsurface.modelelement3i;
8748 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8749 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8750 rsurface.batchelement3s = rsurface.modelelement3s;
8751 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8752 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8754 // if any dynamic vertex processing has to occur in software, we copy the
8755 // entire surface list together before processing to rebase the vertices
8756 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8758 // if any gaps exist and we do not have a static vertex buffer, we have to
8759 // copy the surface list together to avoid wasting upload bandwidth on the
8760 // vertices in the gaps.
8762 // if gaps exist and we have a static vertex buffer, we still have to
8763 // combine the index buffer ranges into one dynamic index buffer.
8765 // in all cases we end up with data that can be drawn in one call.
8769 // static vertex data, just set pointers...
8770 rsurface.batchgeneratedvertex = false;
8771 // if there are gaps, we want to build a combined index buffer,
8772 // otherwise use the original static buffer with an appropriate offset
8775 // build a new triangle elements array for this batch
8776 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8777 rsurface.batchfirsttriangle = 0;
8779 for (i = 0;i < texturenumsurfaces;i++)
8781 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8782 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8783 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8784 numtriangles += surfacenumtriangles;
8786 rsurface.batchelement3i_indexbuffer = NULL;
8787 rsurface.batchelement3i_bufferoffset = 0;
8788 rsurface.batchelement3s = NULL;
8789 rsurface.batchelement3s_indexbuffer = NULL;
8790 rsurface.batchelement3s_bufferoffset = 0;
8791 if (endvertex <= 65536)
8793 // make a 16bit (unsigned short) index array if possible
8794 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8795 for (i = 0;i < numtriangles*3;i++)
8796 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8802 // something needs software processing, do it for real...
8803 // we only directly handle separate array data in this case and then
8804 // generate interleaved data if needed...
8805 rsurface.batchgeneratedvertex = true;
8807 // now copy the vertex data into a combined array and make an index array
8808 // (this is what Quake3 does all the time)
8809 //if (gaps || rsurface.batchfirstvertex)
8811 rsurface.batchvertex3fbuffer = NULL;
8812 rsurface.batchvertexmesh = NULL;
8813 rsurface.batchvertexmeshbuffer = NULL;
8814 rsurface.batchvertex3f = NULL;
8815 rsurface.batchvertex3f_vertexbuffer = NULL;
8816 rsurface.batchvertex3f_bufferoffset = 0;
8817 rsurface.batchsvector3f = NULL;
8818 rsurface.batchsvector3f_vertexbuffer = NULL;
8819 rsurface.batchsvector3f_bufferoffset = 0;
8820 rsurface.batchtvector3f = NULL;
8821 rsurface.batchtvector3f_vertexbuffer = NULL;
8822 rsurface.batchtvector3f_bufferoffset = 0;
8823 rsurface.batchnormal3f = NULL;
8824 rsurface.batchnormal3f_vertexbuffer = NULL;
8825 rsurface.batchnormal3f_bufferoffset = 0;
8826 rsurface.batchlightmapcolor4f = NULL;
8827 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8828 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8829 rsurface.batchtexcoordtexture2f = NULL;
8830 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8831 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8832 rsurface.batchtexcoordlightmap2f = NULL;
8833 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8834 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8835 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8836 rsurface.batchelement3i_indexbuffer = NULL;
8837 rsurface.batchelement3i_bufferoffset = 0;
8838 rsurface.batchelement3s = NULL;
8839 rsurface.batchelement3s_indexbuffer = NULL;
8840 rsurface.batchelement3s_bufferoffset = 0;
8841 // we'll only be setting up certain arrays as needed
8842 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8843 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8844 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8845 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8846 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8847 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8848 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8850 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8851 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8853 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8854 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8855 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8856 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8857 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8858 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8861 for (i = 0;i < texturenumsurfaces;i++)
8863 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8864 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8865 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8866 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8867 // copy only the data requested
8868 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8869 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8870 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8872 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8874 if (rsurface.batchvertex3f)
8875 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8877 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8879 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8881 if (rsurface.modelnormal3f)
8882 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8884 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8886 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8888 if (rsurface.modelsvector3f)
8890 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8891 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8895 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8896 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8899 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8901 if (rsurface.modellightmapcolor4f)
8902 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8904 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8906 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8908 if (rsurface.modeltexcoordtexture2f)
8909 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8911 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8913 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8915 if (rsurface.modeltexcoordlightmap2f)
8916 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8918 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8921 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8922 numvertices += surfacenumvertices;
8923 numtriangles += surfacenumtriangles;
8926 // generate a 16bit index array as well if possible
8927 // (in general, dynamic batches fit)
8928 if (numvertices <= 65536)
8930 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8931 for (i = 0;i < numtriangles*3;i++)
8932 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8935 // since we've copied everything, the batch now starts at 0
8936 rsurface.batchfirstvertex = 0;
8937 rsurface.batchnumvertices = batchnumvertices;
8938 rsurface.batchfirsttriangle = 0;
8939 rsurface.batchnumtriangles = batchnumtriangles;
8942 // q1bsp surfaces rendered in vertex color mode have to have colors
8943 // calculated based on lightstyles
8944 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8946 // generate color arrays for the surfaces in this list
8951 const unsigned char *lm;
8952 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8953 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8954 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8956 for (i = 0;i < texturenumsurfaces;i++)
8958 surface = texturesurfacelist[i];
8959 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8960 surfacenumvertices = surface->num_vertices;
8961 if (surface->lightmapinfo->samples)
8963 for (j = 0;j < surfacenumvertices;j++)
8965 lm = surface->lightmapinfo->samples + offsets[j];
8966 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8967 VectorScale(lm, scale, c);
8968 if (surface->lightmapinfo->styles[1] != 255)
8970 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8972 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8973 VectorMA(c, scale, lm, c);
8974 if (surface->lightmapinfo->styles[2] != 255)
8977 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8978 VectorMA(c, scale, lm, c);
8979 if (surface->lightmapinfo->styles[3] != 255)
8982 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8983 VectorMA(c, scale, lm, c);
8990 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);
8996 for (j = 0;j < surfacenumvertices;j++)
8998 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9005 // if vertices are deformed (sprite flares and things in maps, possibly
9006 // water waves, bulges and other deformations), modify the copied vertices
9008 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9010 switch (deform->deform)
9013 case Q3DEFORM_PROJECTIONSHADOW:
9014 case Q3DEFORM_TEXT0:
9015 case Q3DEFORM_TEXT1:
9016 case Q3DEFORM_TEXT2:
9017 case Q3DEFORM_TEXT3:
9018 case Q3DEFORM_TEXT4:
9019 case Q3DEFORM_TEXT5:
9020 case Q3DEFORM_TEXT6:
9021 case Q3DEFORM_TEXT7:
9024 case Q3DEFORM_AUTOSPRITE:
9025 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9026 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9027 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9028 VectorNormalize(newforward);
9029 VectorNormalize(newright);
9030 VectorNormalize(newup);
9031 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9032 // rsurface.batchvertex3f_vertexbuffer = NULL;
9033 // rsurface.batchvertex3f_bufferoffset = 0;
9034 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9035 // rsurface.batchsvector3f_vertexbuffer = NULL;
9036 // rsurface.batchsvector3f_bufferoffset = 0;
9037 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9038 // rsurface.batchtvector3f_vertexbuffer = NULL;
9039 // rsurface.batchtvector3f_bufferoffset = 0;
9040 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9041 // rsurface.batchnormal3f_vertexbuffer = NULL;
9042 // rsurface.batchnormal3f_bufferoffset = 0;
9043 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9044 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9045 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9046 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9047 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);
9048 // a single autosprite surface can contain multiple sprites...
9049 for (j = 0;j < batchnumvertices - 3;j += 4)
9051 VectorClear(center);
9052 for (i = 0;i < 4;i++)
9053 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9054 VectorScale(center, 0.25f, center);
9055 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9056 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9057 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9058 for (i = 0;i < 4;i++)
9060 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9061 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9064 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9065 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9066 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);
9068 case Q3DEFORM_AUTOSPRITE2:
9069 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9070 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9071 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9072 VectorNormalize(newforward);
9073 VectorNormalize(newright);
9074 VectorNormalize(newup);
9075 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9076 // rsurface.batchvertex3f_vertexbuffer = NULL;
9077 // rsurface.batchvertex3f_bufferoffset = 0;
9079 const float *v1, *v2;
9089 memset(shortest, 0, sizeof(shortest));
9090 // a single autosprite surface can contain multiple sprites...
9091 for (j = 0;j < batchnumvertices - 3;j += 4)
9093 VectorClear(center);
9094 for (i = 0;i < 4;i++)
9095 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9096 VectorScale(center, 0.25f, center);
9097 // find the two shortest edges, then use them to define the
9098 // axis vectors for rotating around the central axis
9099 for (i = 0;i < 6;i++)
9101 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9102 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9103 l = VectorDistance2(v1, v2);
9104 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9106 l += (1.0f / 1024.0f);
9107 if (shortest[0].length2 > l || i == 0)
9109 shortest[1] = shortest[0];
9110 shortest[0].length2 = l;
9111 shortest[0].v1 = v1;
9112 shortest[0].v2 = v2;
9114 else if (shortest[1].length2 > l || i == 1)
9116 shortest[1].length2 = l;
9117 shortest[1].v1 = v1;
9118 shortest[1].v2 = v2;
9121 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9122 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9123 // this calculates the right vector from the shortest edge
9124 // and the up vector from the edge midpoints
9125 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9126 VectorNormalize(right);
9127 VectorSubtract(end, start, up);
9128 VectorNormalize(up);
9129 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9130 VectorSubtract(rsurface.localvieworigin, center, forward);
9131 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9132 VectorNegate(forward, forward);
9133 VectorReflect(forward, 0, up, forward);
9134 VectorNormalize(forward);
9135 CrossProduct(up, forward, newright);
9136 VectorNormalize(newright);
9137 // rotate the quad around the up axis vector, this is made
9138 // especially easy by the fact we know the quad is flat,
9139 // so we only have to subtract the center position and
9140 // measure distance along the right vector, and then
9141 // multiply that by the newright vector and add back the
9143 // we also need to subtract the old position to undo the
9144 // displacement from the center, which we do with a
9145 // DotProduct, the subtraction/addition of center is also
9146 // optimized into DotProducts here
9147 l = DotProduct(right, center);
9148 for (i = 0;i < 4;i++)
9150 v1 = rsurface.batchvertex3f + 3*(j+i);
9151 f = DotProduct(right, v1) - l;
9152 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9156 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9158 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9159 // rsurface.batchnormal3f_vertexbuffer = NULL;
9160 // rsurface.batchnormal3f_bufferoffset = 0;
9161 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9163 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9165 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9166 // rsurface.batchsvector3f_vertexbuffer = NULL;
9167 // rsurface.batchsvector3f_bufferoffset = 0;
9168 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9169 // rsurface.batchtvector3f_vertexbuffer = NULL;
9170 // rsurface.batchtvector3f_bufferoffset = 0;
9171 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);
9174 case Q3DEFORM_NORMAL:
9175 // deform the normals to make reflections wavey
9176 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9177 rsurface.batchnormal3f_vertexbuffer = NULL;
9178 rsurface.batchnormal3f_bufferoffset = 0;
9179 for (j = 0;j < batchnumvertices;j++)
9182 float *normal = rsurface.batchnormal3f + 3*j;
9183 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9184 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9185 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9186 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9187 VectorNormalize(normal);
9189 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9191 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9192 // rsurface.batchsvector3f_vertexbuffer = NULL;
9193 // rsurface.batchsvector3f_bufferoffset = 0;
9194 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9195 // rsurface.batchtvector3f_vertexbuffer = NULL;
9196 // rsurface.batchtvector3f_bufferoffset = 0;
9197 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);
9201 // deform vertex array to make wavey water and flags and such
9202 waveparms[0] = deform->waveparms[0];
9203 waveparms[1] = deform->waveparms[1];
9204 waveparms[2] = deform->waveparms[2];
9205 waveparms[3] = deform->waveparms[3];
9206 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9207 break; // if wavefunc is a nop, don't make a dynamic vertex array
9208 // this is how a divisor of vertex influence on deformation
9209 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9210 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9211 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9212 // rsurface.batchvertex3f_vertexbuffer = NULL;
9213 // rsurface.batchvertex3f_bufferoffset = 0;
9214 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9215 // rsurface.batchnormal3f_vertexbuffer = NULL;
9216 // rsurface.batchnormal3f_bufferoffset = 0;
9217 for (j = 0;j < batchnumvertices;j++)
9219 // if the wavefunc depends on time, evaluate it per-vertex
9222 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9223 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9225 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9227 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9228 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9229 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9231 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9232 // rsurface.batchsvector3f_vertexbuffer = NULL;
9233 // rsurface.batchsvector3f_bufferoffset = 0;
9234 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9235 // rsurface.batchtvector3f_vertexbuffer = NULL;
9236 // rsurface.batchtvector3f_bufferoffset = 0;
9237 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);
9240 case Q3DEFORM_BULGE:
9241 // deform vertex array to make the surface have moving bulges
9242 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9243 // rsurface.batchvertex3f_vertexbuffer = NULL;
9244 // rsurface.batchvertex3f_bufferoffset = 0;
9245 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9246 // rsurface.batchnormal3f_vertexbuffer = NULL;
9247 // rsurface.batchnormal3f_bufferoffset = 0;
9248 for (j = 0;j < batchnumvertices;j++)
9250 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9251 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9253 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9254 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9255 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9257 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9258 // rsurface.batchsvector3f_vertexbuffer = NULL;
9259 // rsurface.batchsvector3f_bufferoffset = 0;
9260 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9261 // rsurface.batchtvector3f_vertexbuffer = NULL;
9262 // rsurface.batchtvector3f_bufferoffset = 0;
9263 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);
9267 // deform vertex array
9268 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9269 break; // if wavefunc is a nop, don't make a dynamic vertex array
9270 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9271 VectorScale(deform->parms, scale, waveparms);
9272 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9273 // rsurface.batchvertex3f_vertexbuffer = NULL;
9274 // rsurface.batchvertex3f_bufferoffset = 0;
9275 for (j = 0;j < batchnumvertices;j++)
9276 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9281 // generate texcoords based on the chosen texcoord source
9282 switch(rsurface.texture->tcgen.tcgen)
9285 case Q3TCGEN_TEXTURE:
9287 case Q3TCGEN_LIGHTMAP:
9288 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9289 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9290 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9291 if (rsurface.batchtexcoordlightmap2f)
9292 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9294 case Q3TCGEN_VECTOR:
9295 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9296 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9297 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9298 for (j = 0;j < batchnumvertices;j++)
9300 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9301 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9304 case Q3TCGEN_ENVIRONMENT:
9305 // make environment reflections using a spheremap
9306 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9307 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9308 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9309 for (j = 0;j < batchnumvertices;j++)
9311 // identical to Q3A's method, but executed in worldspace so
9312 // carried models can be shiny too
9314 float viewer[3], d, reflected[3], worldreflected[3];
9316 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9317 // VectorNormalize(viewer);
9319 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9321 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9322 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9323 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9324 // note: this is proportinal to viewer, so we can normalize later
9326 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9327 VectorNormalize(worldreflected);
9329 // note: this sphere map only uses world x and z!
9330 // so positive and negative y will LOOK THE SAME.
9331 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9332 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9336 // the only tcmod that needs software vertex processing is turbulent, so
9337 // check for it here and apply the changes if needed
9338 // and we only support that as the first one
9339 // (handling a mixture of turbulent and other tcmods would be problematic
9340 // without punting it entirely to a software path)
9341 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9343 amplitude = rsurface.texture->tcmods[0].parms[1];
9344 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9345 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9346 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9347 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9348 for (j = 0;j < batchnumvertices;j++)
9350 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);
9351 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9355 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9357 // convert the modified arrays to vertex structs
9358 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9359 // rsurface.batchvertexmeshbuffer = NULL;
9360 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9361 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9362 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9363 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9364 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9365 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9366 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9368 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9370 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9371 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9374 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9375 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9376 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9377 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9378 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9379 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9380 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9381 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9382 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9386 void RSurf_DrawBatch(void)
9388 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9389 // through the pipeline, killing it earlier in the pipeline would have
9390 // per-surface overhead rather than per-batch overhead, so it's best to
9391 // reject it here, before it hits glDraw.
9392 if (rsurface.batchnumtriangles == 0)
9395 // batch debugging code
9396 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9402 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9403 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9406 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9408 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9410 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9411 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);
9418 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);
9421 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9423 // pick the closest matching water plane
9424 int planeindex, vertexindex, bestplaneindex = -1;
9428 r_waterstate_waterplane_t *p;
9429 qboolean prepared = false;
9431 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9433 if(p->camera_entity != rsurface.texture->camera_entity)
9438 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9440 if(rsurface.batchnumvertices == 0)
9443 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9445 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9446 d += fabs(PlaneDiff(vert, &p->plane));
9448 if (bestd > d || bestplaneindex < 0)
9451 bestplaneindex = planeindex;
9454 return bestplaneindex;
9455 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9456 // this situation though, as it might be better to render single larger
9457 // batches with useless stuff (backface culled for example) than to
9458 // render multiple smaller batches
9461 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9464 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9465 rsurface.passcolor4f_vertexbuffer = 0;
9466 rsurface.passcolor4f_bufferoffset = 0;
9467 for (i = 0;i < rsurface.batchnumvertices;i++)
9468 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9471 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9478 if (rsurface.passcolor4f)
9480 // generate color arrays
9481 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9482 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9483 rsurface.passcolor4f_vertexbuffer = 0;
9484 rsurface.passcolor4f_bufferoffset = 0;
9485 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9487 f = RSurf_FogVertex(v);
9496 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9497 rsurface.passcolor4f_vertexbuffer = 0;
9498 rsurface.passcolor4f_bufferoffset = 0;
9499 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9501 f = RSurf_FogVertex(v);
9510 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9517 if (!rsurface.passcolor4f)
9519 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9520 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9521 rsurface.passcolor4f_vertexbuffer = 0;
9522 rsurface.passcolor4f_bufferoffset = 0;
9523 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9525 f = RSurf_FogVertex(v);
9526 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9527 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9528 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9533 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9538 if (!rsurface.passcolor4f)
9540 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9541 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9542 rsurface.passcolor4f_vertexbuffer = 0;
9543 rsurface.passcolor4f_bufferoffset = 0;
9544 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9553 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9558 if (!rsurface.passcolor4f)
9560 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9561 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9562 rsurface.passcolor4f_vertexbuffer = 0;
9563 rsurface.passcolor4f_bufferoffset = 0;
9564 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9566 c2[0] = c[0] + r_refdef.scene.ambient;
9567 c2[1] = c[1] + r_refdef.scene.ambient;
9568 c2[2] = c[2] + r_refdef.scene.ambient;
9573 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9576 rsurface.passcolor4f = NULL;
9577 rsurface.passcolor4f_vertexbuffer = 0;
9578 rsurface.passcolor4f_bufferoffset = 0;
9579 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9580 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9581 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9582 GL_Color(r, g, b, a);
9583 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9587 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9589 // TODO: optimize applyfog && applycolor case
9590 // just apply fog if necessary, and tint the fog color array if necessary
9591 rsurface.passcolor4f = NULL;
9592 rsurface.passcolor4f_vertexbuffer = 0;
9593 rsurface.passcolor4f_bufferoffset = 0;
9594 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9595 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9596 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9597 GL_Color(r, g, b, a);
9601 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9604 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9605 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9606 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9607 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9608 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9609 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9610 GL_Color(r, g, b, a);
9614 static void RSurf_DrawBatch_GL11_ClampColor(void)
9619 if (!rsurface.passcolor4f)
9621 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9623 c2[0] = bound(0.0f, c1[0], 1.0f);
9624 c2[1] = bound(0.0f, c1[1], 1.0f);
9625 c2[2] = bound(0.0f, c1[2], 1.0f);
9626 c2[3] = bound(0.0f, c1[3], 1.0f);
9630 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9640 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9641 rsurface.passcolor4f_vertexbuffer = 0;
9642 rsurface.passcolor4f_bufferoffset = 0;
9643 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9645 f = -DotProduct(r_refdef.view.forward, n);
9647 f = f * 0.85 + 0.15; // work around so stuff won't get black
9648 f *= r_refdef.lightmapintensity;
9649 Vector4Set(c, f, f, f, 1);
9653 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9655 RSurf_DrawBatch_GL11_ApplyFakeLight();
9656 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9657 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9658 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9659 GL_Color(r, g, b, a);
9663 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9671 vec3_t ambientcolor;
9672 vec3_t diffusecolor;
9676 VectorCopy(rsurface.modellight_lightdir, lightdir);
9677 f = 0.5f * r_refdef.lightmapintensity;
9678 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9679 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9680 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9681 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9682 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9683 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9685 if (VectorLength2(diffusecolor) > 0)
9687 // q3-style directional shading
9688 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9689 rsurface.passcolor4f_vertexbuffer = 0;
9690 rsurface.passcolor4f_bufferoffset = 0;
9691 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9693 if ((f = DotProduct(n, lightdir)) > 0)
9694 VectorMA(ambientcolor, f, diffusecolor, c);
9696 VectorCopy(ambientcolor, c);
9703 *applycolor = false;
9707 *r = ambientcolor[0];
9708 *g = ambientcolor[1];
9709 *b = ambientcolor[2];
9710 rsurface.passcolor4f = NULL;
9711 rsurface.passcolor4f_vertexbuffer = 0;
9712 rsurface.passcolor4f_bufferoffset = 0;
9716 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9718 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9719 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9720 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9721 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9722 GL_Color(r, g, b, a);
9726 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9734 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9735 rsurface.passcolor4f_vertexbuffer = 0;
9736 rsurface.passcolor4f_bufferoffset = 0;
9738 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9740 f = 1 - RSurf_FogVertex(v);
9748 void RSurf_SetupDepthAndCulling(void)
9750 // submodels are biased to avoid z-fighting with world surfaces that they
9751 // may be exactly overlapping (avoids z-fighting artifacts on certain
9752 // doors and things in Quake maps)
9753 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9754 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9755 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9756 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9759 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9761 // transparent sky would be ridiculous
9762 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9764 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9765 skyrenderlater = true;
9766 RSurf_SetupDepthAndCulling();
9768 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9769 // skymasking on them, and Quake3 never did sky masking (unlike
9770 // software Quake and software Quake2), so disable the sky masking
9771 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9772 // and skymasking also looks very bad when noclipping outside the
9773 // level, so don't use it then either.
9774 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9776 R_Mesh_ResetTextureState();
9777 if (skyrendermasked)
9779 R_SetupShader_DepthOrShadow(false);
9780 // depth-only (masking)
9781 GL_ColorMask(0,0,0,0);
9782 // just to make sure that braindead drivers don't draw
9783 // anything despite that colormask...
9784 GL_BlendFunc(GL_ZERO, GL_ONE);
9785 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9786 if (rsurface.batchvertex3fbuffer)
9787 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9789 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9793 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9795 GL_BlendFunc(GL_ONE, GL_ZERO);
9796 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9797 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9798 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9801 if (skyrendermasked)
9802 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9804 R_Mesh_ResetTextureState();
9805 GL_Color(1, 1, 1, 1);
9808 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9809 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9810 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9812 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9816 // render screenspace normalmap to texture
9818 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9822 // bind lightmap texture
9824 // water/refraction/reflection/camera surfaces have to be handled specially
9825 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9827 int start, end, startplaneindex;
9828 for (start = 0;start < texturenumsurfaces;start = end)
9830 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9831 if(startplaneindex < 0)
9833 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9834 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9838 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9840 // now that we have a batch using the same planeindex, render it
9841 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9843 // render water or distortion background
9845 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9847 // blend surface on top
9848 GL_DepthMask(false);
9849 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9852 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9854 // render surface with reflection texture as input
9855 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9856 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9863 // render surface batch normally
9864 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9865 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9869 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9871 // OpenGL 1.3 path - anything not completely ancient
9872 qboolean applycolor;
9875 const texturelayer_t *layer;
9876 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9877 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9879 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9882 int layertexrgbscale;
9883 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9885 if (layerindex == 0)
9889 GL_AlphaTest(false);
9890 GL_DepthFunc(GL_EQUAL);
9893 GL_DepthMask(layer->depthmask && writedepth);
9894 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9895 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9897 layertexrgbscale = 4;
9898 VectorScale(layer->color, 0.25f, layercolor);
9900 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9902 layertexrgbscale = 2;
9903 VectorScale(layer->color, 0.5f, layercolor);
9907 layertexrgbscale = 1;
9908 VectorScale(layer->color, 1.0f, layercolor);
9910 layercolor[3] = layer->color[3];
9911 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9912 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9913 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9914 switch (layer->type)
9916 case TEXTURELAYERTYPE_LITTEXTURE:
9917 // single-pass lightmapped texture with 2x rgbscale
9918 R_Mesh_TexBind(0, r_texture_white);
9919 R_Mesh_TexMatrix(0, NULL);
9920 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9921 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9922 R_Mesh_TexBind(1, layer->texture);
9923 R_Mesh_TexMatrix(1, &layer->texmatrix);
9924 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9925 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9926 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9927 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9928 else if (FAKELIGHT_ENABLED)
9929 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9930 else if (rsurface.uselightmaptexture)
9931 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9933 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9935 case TEXTURELAYERTYPE_TEXTURE:
9936 // singletexture unlit texture with transparency support
9937 R_Mesh_TexBind(0, layer->texture);
9938 R_Mesh_TexMatrix(0, &layer->texmatrix);
9939 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9940 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9941 R_Mesh_TexBind(1, 0);
9942 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9943 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9945 case TEXTURELAYERTYPE_FOG:
9946 // singletexture fogging
9949 R_Mesh_TexBind(0, layer->texture);
9950 R_Mesh_TexMatrix(0, &layer->texmatrix);
9951 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9952 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9956 R_Mesh_TexBind(0, 0);
9957 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9959 R_Mesh_TexBind(1, 0);
9960 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9961 // generate a color array for the fog pass
9962 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9963 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9967 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9970 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9972 GL_DepthFunc(GL_LEQUAL);
9973 GL_AlphaTest(false);
9977 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9979 // OpenGL 1.1 - crusty old voodoo path
9982 const texturelayer_t *layer;
9983 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9984 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9986 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9988 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9990 if (layerindex == 0)
9994 GL_AlphaTest(false);
9995 GL_DepthFunc(GL_EQUAL);
9998 GL_DepthMask(layer->depthmask && writedepth);
9999 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10000 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10001 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10002 switch (layer->type)
10004 case TEXTURELAYERTYPE_LITTEXTURE:
10005 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10007 // two-pass lit texture with 2x rgbscale
10008 // first the lightmap pass
10009 R_Mesh_TexBind(0, r_texture_white);
10010 R_Mesh_TexMatrix(0, NULL);
10011 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10012 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10013 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10014 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10015 else if (FAKELIGHT_ENABLED)
10016 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10017 else if (rsurface.uselightmaptexture)
10018 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10020 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10021 // then apply the texture to it
10022 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10023 R_Mesh_TexBind(0, layer->texture);
10024 R_Mesh_TexMatrix(0, &layer->texmatrix);
10025 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10026 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10027 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10031 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10032 R_Mesh_TexBind(0, layer->texture);
10033 R_Mesh_TexMatrix(0, &layer->texmatrix);
10034 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10035 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10036 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10037 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10039 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10042 case TEXTURELAYERTYPE_TEXTURE:
10043 // singletexture unlit texture with transparency support
10044 R_Mesh_TexBind(0, layer->texture);
10045 R_Mesh_TexMatrix(0, &layer->texmatrix);
10046 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10047 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10048 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10050 case TEXTURELAYERTYPE_FOG:
10051 // singletexture fogging
10052 if (layer->texture)
10054 R_Mesh_TexBind(0, layer->texture);
10055 R_Mesh_TexMatrix(0, &layer->texmatrix);
10056 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10057 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10061 R_Mesh_TexBind(0, 0);
10062 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10064 // generate a color array for the fog pass
10065 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10066 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10070 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10073 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10075 GL_DepthFunc(GL_LEQUAL);
10076 GL_AlphaTest(false);
10080 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10084 r_vertexgeneric_t *batchvertex;
10087 // R_Mesh_ResetTextureState();
10088 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10090 if(rsurface.texture && rsurface.texture->currentskinframe)
10092 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10093 c[3] *= rsurface.texture->currentalpha;
10103 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10105 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10106 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10107 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10110 // brighten it up (as texture value 127 means "unlit")
10111 c[0] *= 2 * r_refdef.view.colorscale;
10112 c[1] *= 2 * r_refdef.view.colorscale;
10113 c[2] *= 2 * r_refdef.view.colorscale;
10115 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10116 c[3] *= r_wateralpha.value;
10118 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10120 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10121 GL_DepthMask(false);
10123 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10125 GL_BlendFunc(GL_ONE, GL_ONE);
10126 GL_DepthMask(false);
10128 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10130 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10131 GL_DepthMask(false);
10133 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10135 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10136 GL_DepthMask(false);
10140 GL_BlendFunc(GL_ONE, GL_ZERO);
10141 GL_DepthMask(writedepth);
10144 if (r_showsurfaces.integer == 3)
10146 rsurface.passcolor4f = NULL;
10148 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10150 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10152 rsurface.passcolor4f = NULL;
10153 rsurface.passcolor4f_vertexbuffer = 0;
10154 rsurface.passcolor4f_bufferoffset = 0;
10156 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10158 qboolean applycolor = true;
10161 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10163 r_refdef.lightmapintensity = 1;
10164 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10165 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10167 else if (FAKELIGHT_ENABLED)
10169 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10171 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10172 RSurf_DrawBatch_GL11_ApplyFakeLight();
10173 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10177 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10179 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10180 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10181 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10184 if(!rsurface.passcolor4f)
10185 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10187 RSurf_DrawBatch_GL11_ApplyAmbient();
10188 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10189 if(r_refdef.fogenabled)
10190 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10191 RSurf_DrawBatch_GL11_ClampColor();
10193 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10194 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10197 else if (!r_refdef.view.showdebug)
10199 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10200 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10201 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10203 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10204 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10206 R_Mesh_PrepareVertices_Generic_Unlock();
10209 else if (r_showsurfaces.integer == 4)
10211 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10212 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10213 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10215 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10216 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10217 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10219 R_Mesh_PrepareVertices_Generic_Unlock();
10222 else if (r_showsurfaces.integer == 2)
10225 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10226 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10227 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10229 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10230 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10231 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10232 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10233 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10234 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10235 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10237 R_Mesh_PrepareVertices_Generic_Unlock();
10238 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10242 int texturesurfaceindex;
10244 const msurface_t *surface;
10245 float surfacecolor4f[4];
10246 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10247 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10249 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10251 surface = texturesurfacelist[texturesurfaceindex];
10252 k = (int)(((size_t)surface) / sizeof(msurface_t));
10253 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10254 for (j = 0;j < surface->num_vertices;j++)
10256 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10257 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10261 R_Mesh_PrepareVertices_Generic_Unlock();
10266 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10269 RSurf_SetupDepthAndCulling();
10270 if (r_showsurfaces.integer)
10272 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10275 switch (vid.renderpath)
10277 case RENDERPATH_GL20:
10278 case RENDERPATH_D3D9:
10279 case RENDERPATH_D3D10:
10280 case RENDERPATH_D3D11:
10281 case RENDERPATH_SOFT:
10282 case RENDERPATH_GLES2:
10283 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10285 case RENDERPATH_GL13:
10286 case RENDERPATH_GLES1:
10287 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10289 case RENDERPATH_GL11:
10290 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10296 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10299 RSurf_SetupDepthAndCulling();
10300 if (r_showsurfaces.integer)
10302 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10305 switch (vid.renderpath)
10307 case RENDERPATH_GL20:
10308 case RENDERPATH_D3D9:
10309 case RENDERPATH_D3D10:
10310 case RENDERPATH_D3D11:
10311 case RENDERPATH_SOFT:
10312 case RENDERPATH_GLES2:
10313 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10315 case RENDERPATH_GL13:
10316 case RENDERPATH_GLES1:
10317 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10319 case RENDERPATH_GL11:
10320 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10326 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10329 int texturenumsurfaces, endsurface;
10330 texture_t *texture;
10331 const msurface_t *surface;
10332 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10334 // if the model is static it doesn't matter what value we give for
10335 // wantnormals and wanttangents, so this logic uses only rules applicable
10336 // to a model, knowing that they are meaningless otherwise
10337 if (ent == r_refdef.scene.worldentity)
10338 RSurf_ActiveWorldEntity();
10339 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10340 RSurf_ActiveModelEntity(ent, false, false, false);
10343 switch (vid.renderpath)
10345 case RENDERPATH_GL20:
10346 case RENDERPATH_D3D9:
10347 case RENDERPATH_D3D10:
10348 case RENDERPATH_D3D11:
10349 case RENDERPATH_SOFT:
10350 case RENDERPATH_GLES2:
10351 RSurf_ActiveModelEntity(ent, true, true, false);
10353 case RENDERPATH_GL11:
10354 case RENDERPATH_GL13:
10355 case RENDERPATH_GLES1:
10356 RSurf_ActiveModelEntity(ent, true, false, false);
10361 if (r_transparentdepthmasking.integer)
10363 qboolean setup = false;
10364 for (i = 0;i < numsurfaces;i = j)
10367 surface = rsurface.modelsurfaces + surfacelist[i];
10368 texture = surface->texture;
10369 rsurface.texture = R_GetCurrentTexture(texture);
10370 rsurface.lightmaptexture = NULL;
10371 rsurface.deluxemaptexture = NULL;
10372 rsurface.uselightmaptexture = false;
10373 // scan ahead until we find a different texture
10374 endsurface = min(i + 1024, numsurfaces);
10375 texturenumsurfaces = 0;
10376 texturesurfacelist[texturenumsurfaces++] = surface;
10377 for (;j < endsurface;j++)
10379 surface = rsurface.modelsurfaces + surfacelist[j];
10380 if (texture != surface->texture)
10382 texturesurfacelist[texturenumsurfaces++] = surface;
10384 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10386 // render the range of surfaces as depth
10390 GL_ColorMask(0,0,0,0);
10392 GL_DepthTest(true);
10393 GL_BlendFunc(GL_ONE, GL_ZERO);
10394 GL_DepthMask(true);
10395 // R_Mesh_ResetTextureState();
10396 R_SetupShader_DepthOrShadow(false);
10398 RSurf_SetupDepthAndCulling();
10399 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10400 if (rsurface.batchvertex3fbuffer)
10401 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10403 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10407 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10410 for (i = 0;i < numsurfaces;i = j)
10413 surface = rsurface.modelsurfaces + surfacelist[i];
10414 texture = surface->texture;
10415 rsurface.texture = R_GetCurrentTexture(texture);
10416 // scan ahead until we find a different texture
10417 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10418 texturenumsurfaces = 0;
10419 texturesurfacelist[texturenumsurfaces++] = surface;
10420 if(FAKELIGHT_ENABLED)
10422 rsurface.lightmaptexture = NULL;
10423 rsurface.deluxemaptexture = NULL;
10424 rsurface.uselightmaptexture = false;
10425 for (;j < endsurface;j++)
10427 surface = rsurface.modelsurfaces + surfacelist[j];
10428 if (texture != surface->texture)
10430 texturesurfacelist[texturenumsurfaces++] = surface;
10435 rsurface.lightmaptexture = surface->lightmaptexture;
10436 rsurface.deluxemaptexture = surface->deluxemaptexture;
10437 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10438 for (;j < endsurface;j++)
10440 surface = rsurface.modelsurfaces + surfacelist[j];
10441 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10443 texturesurfacelist[texturenumsurfaces++] = surface;
10446 // render the range of surfaces
10447 if (ent == r_refdef.scene.worldentity)
10448 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10450 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10452 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10455 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10457 // transparent surfaces get pushed off into the transparent queue
10458 int surfacelistindex;
10459 const msurface_t *surface;
10460 vec3_t tempcenter, center;
10461 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10463 surface = texturesurfacelist[surfacelistindex];
10464 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10465 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10466 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10467 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10468 if (queueentity->transparent_offset) // transparent offset
10470 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10471 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10472 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10474 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10478 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10480 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10482 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10484 RSurf_SetupDepthAndCulling();
10485 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10486 if (rsurface.batchvertex3fbuffer)
10487 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10489 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10493 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10495 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10498 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10501 if (!rsurface.texture->currentnumlayers)
10503 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10504 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10506 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10508 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10509 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10510 else if (!rsurface.texture->currentnumlayers)
10512 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10514 // in the deferred case, transparent surfaces were queued during prepass
10515 if (!r_shadow_usingdeferredprepass)
10516 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10520 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10521 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10526 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10529 texture_t *texture;
10530 R_FrameData_SetMark();
10531 // break the surface list down into batches by texture and use of lightmapping
10532 for (i = 0;i < numsurfaces;i = j)
10535 // texture is the base texture pointer, rsurface.texture is the
10536 // current frame/skin the texture is directing us to use (for example
10537 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10538 // use skin 1 instead)
10539 texture = surfacelist[i]->texture;
10540 rsurface.texture = R_GetCurrentTexture(texture);
10541 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10543 // if this texture is not the kind we want, skip ahead to the next one
10544 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10548 if(FAKELIGHT_ENABLED || depthonly || prepass)
10550 rsurface.lightmaptexture = NULL;
10551 rsurface.deluxemaptexture = NULL;
10552 rsurface.uselightmaptexture = false;
10553 // simply scan ahead until we find a different texture or lightmap state
10554 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10559 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10560 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10561 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10562 // simply scan ahead until we find a different texture or lightmap state
10563 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10566 // render the range of surfaces
10567 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10569 R_FrameData_ReturnToMark();
10572 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10576 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10579 if (!rsurface.texture->currentnumlayers)
10581 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10582 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10584 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10586 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10587 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10588 else if (!rsurface.texture->currentnumlayers)
10590 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10592 // in the deferred case, transparent surfaces were queued during prepass
10593 if (!r_shadow_usingdeferredprepass)
10594 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10598 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10599 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10604 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10607 texture_t *texture;
10608 R_FrameData_SetMark();
10609 // break the surface list down into batches by texture and use of lightmapping
10610 for (i = 0;i < numsurfaces;i = j)
10613 // texture is the base texture pointer, rsurface.texture is the
10614 // current frame/skin the texture is directing us to use (for example
10615 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10616 // use skin 1 instead)
10617 texture = surfacelist[i]->texture;
10618 rsurface.texture = R_GetCurrentTexture(texture);
10619 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10621 // if this texture is not the kind we want, skip ahead to the next one
10622 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10626 if(FAKELIGHT_ENABLED || depthonly || prepass)
10628 rsurface.lightmaptexture = NULL;
10629 rsurface.deluxemaptexture = NULL;
10630 rsurface.uselightmaptexture = false;
10631 // simply scan ahead until we find a different texture or lightmap state
10632 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10637 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10638 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10639 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10640 // simply scan ahead until we find a different texture or lightmap state
10641 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10644 // render the range of surfaces
10645 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10647 R_FrameData_ReturnToMark();
10650 float locboxvertex3f[6*4*3] =
10652 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10653 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10654 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10655 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10656 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10657 1,0,0, 0,0,0, 0,1,0, 1,1,0
10660 unsigned short locboxelements[6*2*3] =
10665 12,13,14, 12,14,15,
10666 16,17,18, 16,18,19,
10670 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10673 cl_locnode_t *loc = (cl_locnode_t *)ent;
10675 float vertex3f[6*4*3];
10677 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10678 GL_DepthMask(false);
10679 GL_DepthRange(0, 1);
10680 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10681 GL_DepthTest(true);
10682 GL_CullFace(GL_NONE);
10683 R_EntityMatrix(&identitymatrix);
10685 // R_Mesh_ResetTextureState();
10687 i = surfacelist[0];
10688 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10689 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10690 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10691 surfacelist[0] < 0 ? 0.5f : 0.125f);
10693 if (VectorCompare(loc->mins, loc->maxs))
10695 VectorSet(size, 2, 2, 2);
10696 VectorMA(loc->mins, -0.5f, size, mins);
10700 VectorCopy(loc->mins, mins);
10701 VectorSubtract(loc->maxs, loc->mins, size);
10704 for (i = 0;i < 6*4*3;)
10705 for (j = 0;j < 3;j++, i++)
10706 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10708 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10709 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10710 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10713 void R_DrawLocs(void)
10716 cl_locnode_t *loc, *nearestloc;
10718 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10719 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10721 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10722 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10726 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10728 if (decalsystem->decals)
10729 Mem_Free(decalsystem->decals);
10730 memset(decalsystem, 0, sizeof(*decalsystem));
10733 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10736 tridecal_t *decals;
10739 // expand or initialize the system
10740 if (decalsystem->maxdecals <= decalsystem->numdecals)
10742 decalsystem_t old = *decalsystem;
10743 qboolean useshortelements;
10744 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10745 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10746 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)));
10747 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10748 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10749 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10750 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10751 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10752 if (decalsystem->numdecals)
10753 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10755 Mem_Free(old.decals);
10756 for (i = 0;i < decalsystem->maxdecals*3;i++)
10757 decalsystem->element3i[i] = i;
10758 if (useshortelements)
10759 for (i = 0;i < decalsystem->maxdecals*3;i++)
10760 decalsystem->element3s[i] = i;
10763 // grab a decal and search for another free slot for the next one
10764 decals = decalsystem->decals;
10765 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10766 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10768 decalsystem->freedecal = i;
10769 if (decalsystem->numdecals <= i)
10770 decalsystem->numdecals = i + 1;
10772 // initialize the decal
10774 decal->triangleindex = triangleindex;
10775 decal->surfaceindex = surfaceindex;
10776 decal->decalsequence = decalsequence;
10777 decal->color4f[0][0] = c0[0];
10778 decal->color4f[0][1] = c0[1];
10779 decal->color4f[0][2] = c0[2];
10780 decal->color4f[0][3] = 1;
10781 decal->color4f[1][0] = c1[0];
10782 decal->color4f[1][1] = c1[1];
10783 decal->color4f[1][2] = c1[2];
10784 decal->color4f[1][3] = 1;
10785 decal->color4f[2][0] = c2[0];
10786 decal->color4f[2][1] = c2[1];
10787 decal->color4f[2][2] = c2[2];
10788 decal->color4f[2][3] = 1;
10789 decal->vertex3f[0][0] = v0[0];
10790 decal->vertex3f[0][1] = v0[1];
10791 decal->vertex3f[0][2] = v0[2];
10792 decal->vertex3f[1][0] = v1[0];
10793 decal->vertex3f[1][1] = v1[1];
10794 decal->vertex3f[1][2] = v1[2];
10795 decal->vertex3f[2][0] = v2[0];
10796 decal->vertex3f[2][1] = v2[1];
10797 decal->vertex3f[2][2] = v2[2];
10798 decal->texcoord2f[0][0] = t0[0];
10799 decal->texcoord2f[0][1] = t0[1];
10800 decal->texcoord2f[1][0] = t1[0];
10801 decal->texcoord2f[1][1] = t1[1];
10802 decal->texcoord2f[2][0] = t2[0];
10803 decal->texcoord2f[2][1] = t2[1];
10804 TriangleNormal(v0, v1, v2, decal->plane);
10805 VectorNormalize(decal->plane);
10806 decal->plane[3] = DotProduct(v0, decal->plane);
10809 extern cvar_t cl_decals_bias;
10810 extern cvar_t cl_decals_models;
10811 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10812 // baseparms, parms, temps
10813 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10818 const float *vertex3f;
10819 const float *normal3f;
10821 float points[2][9][3];
10828 e = rsurface.modelelement3i + 3*triangleindex;
10830 vertex3f = rsurface.modelvertex3f;
10831 normal3f = rsurface.modelnormal3f;
10835 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10837 index = 3*e[cornerindex];
10838 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10843 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10845 index = 3*e[cornerindex];
10846 VectorCopy(vertex3f + index, v[cornerindex]);
10851 //TriangleNormal(v[0], v[1], v[2], normal);
10852 //if (DotProduct(normal, localnormal) < 0.0f)
10854 // clip by each of the box planes formed from the projection matrix
10855 // if anything survives, we emit the decal
10856 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]);
10859 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]);
10862 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]);
10865 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]);
10868 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]);
10871 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]);
10874 // some part of the triangle survived, so we have to accept it...
10877 // dynamic always uses the original triangle
10879 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10881 index = 3*e[cornerindex];
10882 VectorCopy(vertex3f + index, v[cornerindex]);
10885 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10887 // convert vertex positions to texcoords
10888 Matrix4x4_Transform(projection, v[cornerindex], temp);
10889 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10890 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10891 // calculate distance fade from the projection origin
10892 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10893 f = bound(0.0f, f, 1.0f);
10894 c[cornerindex][0] = r * f;
10895 c[cornerindex][1] = g * f;
10896 c[cornerindex][2] = b * f;
10897 c[cornerindex][3] = 1.0f;
10898 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10901 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);
10903 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10904 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);
10906 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10908 matrix4x4_t projection;
10909 decalsystem_t *decalsystem;
10912 const msurface_t *surface;
10913 const msurface_t *surfaces;
10914 const int *surfacelist;
10915 const texture_t *texture;
10917 int numsurfacelist;
10918 int surfacelistindex;
10921 float localorigin[3];
10922 float localnormal[3];
10923 float localmins[3];
10924 float localmaxs[3];
10927 float planes[6][4];
10930 int bih_triangles_count;
10931 int bih_triangles[256];
10932 int bih_surfaces[256];
10934 decalsystem = &ent->decalsystem;
10935 model = ent->model;
10936 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10938 R_DecalSystem_Reset(&ent->decalsystem);
10942 if (!model->brush.data_leafs && !cl_decals_models.integer)
10944 if (decalsystem->model)
10945 R_DecalSystem_Reset(decalsystem);
10949 if (decalsystem->model != model)
10950 R_DecalSystem_Reset(decalsystem);
10951 decalsystem->model = model;
10953 RSurf_ActiveModelEntity(ent, true, false, false);
10955 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10956 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10957 VectorNormalize(localnormal);
10958 localsize = worldsize*rsurface.inversematrixscale;
10959 localmins[0] = localorigin[0] - localsize;
10960 localmins[1] = localorigin[1] - localsize;
10961 localmins[2] = localorigin[2] - localsize;
10962 localmaxs[0] = localorigin[0] + localsize;
10963 localmaxs[1] = localorigin[1] + localsize;
10964 localmaxs[2] = localorigin[2] + localsize;
10966 //VectorCopy(localnormal, planes[4]);
10967 //VectorVectors(planes[4], planes[2], planes[0]);
10968 AnglesFromVectors(angles, localnormal, NULL, false);
10969 AngleVectors(angles, planes[0], planes[2], planes[4]);
10970 VectorNegate(planes[0], planes[1]);
10971 VectorNegate(planes[2], planes[3]);
10972 VectorNegate(planes[4], planes[5]);
10973 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10974 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10975 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10976 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10977 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10978 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10983 matrix4x4_t forwardprojection;
10984 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10985 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10990 float projectionvector[4][3];
10991 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10992 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10993 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10994 projectionvector[0][0] = planes[0][0] * ilocalsize;
10995 projectionvector[0][1] = planes[1][0] * ilocalsize;
10996 projectionvector[0][2] = planes[2][0] * ilocalsize;
10997 projectionvector[1][0] = planes[0][1] * ilocalsize;
10998 projectionvector[1][1] = planes[1][1] * ilocalsize;
10999 projectionvector[1][2] = planes[2][1] * ilocalsize;
11000 projectionvector[2][0] = planes[0][2] * ilocalsize;
11001 projectionvector[2][1] = planes[1][2] * ilocalsize;
11002 projectionvector[2][2] = planes[2][2] * ilocalsize;
11003 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11004 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11005 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11006 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11010 dynamic = model->surfmesh.isanimated;
11011 numsurfacelist = model->nummodelsurfaces;
11012 surfacelist = model->sortedmodelsurfaces;
11013 surfaces = model->data_surfaces;
11016 bih_triangles_count = -1;
11019 if(model->render_bih.numleafs)
11020 bih = &model->render_bih;
11021 else if(model->collision_bih.numleafs)
11022 bih = &model->collision_bih;
11025 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11026 if(bih_triangles_count == 0)
11028 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11030 if(bih_triangles_count > 0)
11032 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11034 surfaceindex = bih_surfaces[triangleindex];
11035 surface = surfaces + surfaceindex;
11036 texture = surface->texture;
11037 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11039 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11041 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11046 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11048 surfaceindex = surfacelist[surfacelistindex];
11049 surface = surfaces + surfaceindex;
11050 // check cull box first because it rejects more than any other check
11051 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11053 // skip transparent surfaces
11054 texture = surface->texture;
11055 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11057 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11059 numtriangles = surface->num_triangles;
11060 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11061 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11066 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11067 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11069 int renderentityindex;
11070 float worldmins[3];
11071 float worldmaxs[3];
11072 entity_render_t *ent;
11074 if (!cl_decals_newsystem.integer)
11077 worldmins[0] = worldorigin[0] - worldsize;
11078 worldmins[1] = worldorigin[1] - worldsize;
11079 worldmins[2] = worldorigin[2] - worldsize;
11080 worldmaxs[0] = worldorigin[0] + worldsize;
11081 worldmaxs[1] = worldorigin[1] + worldsize;
11082 worldmaxs[2] = worldorigin[2] + worldsize;
11084 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11086 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11088 ent = r_refdef.scene.entities[renderentityindex];
11089 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11092 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11096 typedef struct r_decalsystem_splatqueue_s
11098 vec3_t worldorigin;
11099 vec3_t worldnormal;
11105 r_decalsystem_splatqueue_t;
11107 int r_decalsystem_numqueued = 0;
11108 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11110 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)
11112 r_decalsystem_splatqueue_t *queue;
11114 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11117 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11118 VectorCopy(worldorigin, queue->worldorigin);
11119 VectorCopy(worldnormal, queue->worldnormal);
11120 Vector4Set(queue->color, r, g, b, a);
11121 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11122 queue->worldsize = worldsize;
11123 queue->decalsequence = cl.decalsequence++;
11126 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11129 r_decalsystem_splatqueue_t *queue;
11131 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11132 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);
11133 r_decalsystem_numqueued = 0;
11136 extern cvar_t cl_decals_max;
11137 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11140 decalsystem_t *decalsystem = &ent->decalsystem;
11147 if (!decalsystem->numdecals)
11150 if (r_showsurfaces.integer)
11153 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11155 R_DecalSystem_Reset(decalsystem);
11159 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11160 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11162 if (decalsystem->lastupdatetime)
11163 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11166 decalsystem->lastupdatetime = r_refdef.scene.time;
11167 decal = decalsystem->decals;
11168 numdecals = decalsystem->numdecals;
11170 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11172 if (decal->color4f[0][3])
11174 decal->lived += frametime;
11175 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11177 memset(decal, 0, sizeof(*decal));
11178 if (decalsystem->freedecal > i)
11179 decalsystem->freedecal = i;
11183 decal = decalsystem->decals;
11184 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11187 // collapse the array by shuffling the tail decals into the gaps
11190 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11191 decalsystem->freedecal++;
11192 if (decalsystem->freedecal == numdecals)
11194 decal[decalsystem->freedecal] = decal[--numdecals];
11197 decalsystem->numdecals = numdecals;
11199 if (numdecals <= 0)
11201 // if there are no decals left, reset decalsystem
11202 R_DecalSystem_Reset(decalsystem);
11206 extern skinframe_t *decalskinframe;
11207 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11210 decalsystem_t *decalsystem = &ent->decalsystem;
11219 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11222 numdecals = decalsystem->numdecals;
11226 if (r_showsurfaces.integer)
11229 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11231 R_DecalSystem_Reset(decalsystem);
11235 // if the model is static it doesn't matter what value we give for
11236 // wantnormals and wanttangents, so this logic uses only rules applicable
11237 // to a model, knowing that they are meaningless otherwise
11238 if (ent == r_refdef.scene.worldentity)
11239 RSurf_ActiveWorldEntity();
11241 RSurf_ActiveModelEntity(ent, false, false, false);
11243 decalsystem->lastupdatetime = r_refdef.scene.time;
11244 decal = decalsystem->decals;
11246 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11248 // update vertex positions for animated models
11249 v3f = decalsystem->vertex3f;
11250 c4f = decalsystem->color4f;
11251 t2f = decalsystem->texcoord2f;
11252 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11254 if (!decal->color4f[0][3])
11257 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11261 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11264 // update color values for fading decals
11265 if (decal->lived >= cl_decals_time.value)
11266 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11270 c4f[ 0] = decal->color4f[0][0] * alpha;
11271 c4f[ 1] = decal->color4f[0][1] * alpha;
11272 c4f[ 2] = decal->color4f[0][2] * alpha;
11274 c4f[ 4] = decal->color4f[1][0] * alpha;
11275 c4f[ 5] = decal->color4f[1][1] * alpha;
11276 c4f[ 6] = decal->color4f[1][2] * alpha;
11278 c4f[ 8] = decal->color4f[2][0] * alpha;
11279 c4f[ 9] = decal->color4f[2][1] * alpha;
11280 c4f[10] = decal->color4f[2][2] * alpha;
11283 t2f[0] = decal->texcoord2f[0][0];
11284 t2f[1] = decal->texcoord2f[0][1];
11285 t2f[2] = decal->texcoord2f[1][0];
11286 t2f[3] = decal->texcoord2f[1][1];
11287 t2f[4] = decal->texcoord2f[2][0];
11288 t2f[5] = decal->texcoord2f[2][1];
11290 // update vertex positions for animated models
11291 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11293 e = rsurface.modelelement3i + 3*decal->triangleindex;
11294 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11295 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11296 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11300 VectorCopy(decal->vertex3f[0], v3f);
11301 VectorCopy(decal->vertex3f[1], v3f + 3);
11302 VectorCopy(decal->vertex3f[2], v3f + 6);
11305 if (r_refdef.fogenabled)
11307 alpha = RSurf_FogVertex(v3f);
11308 VectorScale(c4f, alpha, c4f);
11309 alpha = RSurf_FogVertex(v3f + 3);
11310 VectorScale(c4f + 4, alpha, c4f + 4);
11311 alpha = RSurf_FogVertex(v3f + 6);
11312 VectorScale(c4f + 8, alpha, c4f + 8);
11323 r_refdef.stats.drawndecals += numtris;
11325 // now render the decals all at once
11326 // (this assumes they all use one particle font texture!)
11327 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);
11328 // R_Mesh_ResetTextureState();
11329 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11330 GL_DepthMask(false);
11331 GL_DepthRange(0, 1);
11332 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11333 GL_DepthTest(true);
11334 GL_CullFace(GL_NONE);
11335 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11336 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11337 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11341 static void R_DrawModelDecals(void)
11345 // fade faster when there are too many decals
11346 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11347 for (i = 0;i < r_refdef.scene.numentities;i++)
11348 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11350 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11351 for (i = 0;i < r_refdef.scene.numentities;i++)
11352 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11353 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11355 R_DecalSystem_ApplySplatEntitiesQueue();
11357 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11358 for (i = 0;i < r_refdef.scene.numentities;i++)
11359 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11361 r_refdef.stats.totaldecals += numdecals;
11363 if (r_showsurfaces.integer)
11366 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11368 for (i = 0;i < r_refdef.scene.numentities;i++)
11370 if (!r_refdef.viewcache.entityvisible[i])
11372 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11373 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11377 extern cvar_t mod_collision_bih;
11378 void R_DrawDebugModel(void)
11380 entity_render_t *ent = rsurface.entity;
11381 int i, j, k, l, flagsmask;
11382 const msurface_t *surface;
11383 dp_model_t *model = ent->model;
11386 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11389 if (r_showoverdraw.value > 0)
11391 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11392 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11393 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11394 GL_DepthTest(false);
11395 GL_DepthMask(false);
11396 GL_DepthRange(0, 1);
11397 GL_BlendFunc(GL_ONE, GL_ONE);
11398 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11400 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11402 rsurface.texture = R_GetCurrentTexture(surface->texture);
11403 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11405 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11406 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11407 if (!rsurface.texture->currentlayers->depthmask)
11408 GL_Color(c, 0, 0, 1.0f);
11409 else if (ent == r_refdef.scene.worldentity)
11410 GL_Color(c, c, c, 1.0f);
11412 GL_Color(0, c, 0, 1.0f);
11413 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11417 rsurface.texture = NULL;
11420 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11422 // R_Mesh_ResetTextureState();
11423 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11424 GL_DepthRange(0, 1);
11425 GL_DepthTest(!r_showdisabledepthtest.integer);
11426 GL_DepthMask(false);
11427 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11429 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11433 qboolean cullbox = ent == r_refdef.scene.worldentity;
11434 const q3mbrush_t *brush;
11435 const bih_t *bih = &model->collision_bih;
11436 const bih_leaf_t *bihleaf;
11437 float vertex3f[3][3];
11438 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11440 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11442 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11444 switch (bihleaf->type)
11447 brush = model->brush.data_brushes + bihleaf->itemindex;
11448 if (brush->colbrushf && brush->colbrushf->numtriangles)
11450 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);
11451 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11452 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11455 case BIH_COLLISIONTRIANGLE:
11456 triangleindex = bihleaf->itemindex;
11457 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11458 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11459 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11460 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);
11461 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11462 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11464 case BIH_RENDERTRIANGLE:
11465 triangleindex = bihleaf->itemindex;
11466 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11467 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11468 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11469 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);
11470 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11471 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11477 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11480 if (r_showtris.integer && qglPolygonMode)
11482 if (r_showdisabledepthtest.integer)
11484 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11485 GL_DepthMask(false);
11489 GL_BlendFunc(GL_ONE, GL_ZERO);
11490 GL_DepthMask(true);
11492 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11493 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11495 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11497 rsurface.texture = R_GetCurrentTexture(surface->texture);
11498 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11500 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11501 if (!rsurface.texture->currentlayers->depthmask)
11502 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11503 else if (ent == r_refdef.scene.worldentity)
11504 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11506 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11507 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11511 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11512 rsurface.texture = NULL;
11515 if (r_shownormals.value != 0 && qglBegin)
11517 if (r_showdisabledepthtest.integer)
11519 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11520 GL_DepthMask(false);
11524 GL_BlendFunc(GL_ONE, GL_ZERO);
11525 GL_DepthMask(true);
11527 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11529 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11531 rsurface.texture = R_GetCurrentTexture(surface->texture);
11532 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11534 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11535 qglBegin(GL_LINES);
11536 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11538 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11540 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11541 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11542 qglVertex3f(v[0], v[1], v[2]);
11543 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11544 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11545 qglVertex3f(v[0], v[1], v[2]);
11548 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11550 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11552 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11553 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11554 qglVertex3f(v[0], v[1], v[2]);
11555 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11556 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11557 qglVertex3f(v[0], v[1], v[2]);
11560 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11562 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11564 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11565 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11566 qglVertex3f(v[0], v[1], v[2]);
11567 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11568 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11569 qglVertex3f(v[0], v[1], v[2]);
11572 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11574 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11576 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11577 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11578 qglVertex3f(v[0], v[1], v[2]);
11579 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11580 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11581 qglVertex3f(v[0], v[1], v[2]);
11588 rsurface.texture = NULL;
11593 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11594 int r_maxsurfacelist = 0;
11595 const msurface_t **r_surfacelist = NULL;
11596 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11598 int i, j, endj, flagsmask;
11599 dp_model_t *model = r_refdef.scene.worldmodel;
11600 msurface_t *surfaces;
11601 unsigned char *update;
11602 int numsurfacelist = 0;
11606 if (r_maxsurfacelist < model->num_surfaces)
11608 r_maxsurfacelist = model->num_surfaces;
11610 Mem_Free((msurface_t**)r_surfacelist);
11611 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11614 RSurf_ActiveWorldEntity();
11616 surfaces = model->data_surfaces;
11617 update = model->brushq1.lightmapupdateflags;
11619 // update light styles on this submodel
11620 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11622 model_brush_lightstyleinfo_t *style;
11623 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11625 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11627 int *list = style->surfacelist;
11628 style->value = r_refdef.scene.lightstylevalue[style->style];
11629 for (j = 0;j < style->numsurfaces;j++)
11630 update[list[j]] = true;
11635 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11639 R_DrawDebugModel();
11640 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11644 rsurface.lightmaptexture = NULL;
11645 rsurface.deluxemaptexture = NULL;
11646 rsurface.uselightmaptexture = false;
11647 rsurface.texture = NULL;
11648 rsurface.rtlight = NULL;
11649 numsurfacelist = 0;
11650 // add visible surfaces to draw list
11651 for (i = 0;i < model->nummodelsurfaces;i++)
11653 j = model->sortedmodelsurfaces[i];
11654 if (r_refdef.viewcache.world_surfacevisible[j])
11655 r_surfacelist[numsurfacelist++] = surfaces + j;
11657 // update lightmaps if needed
11658 if (model->brushq1.firstrender)
11660 model->brushq1.firstrender = false;
11661 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11663 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11667 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11668 if (r_refdef.viewcache.world_surfacevisible[j])
11670 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11672 // don't do anything if there were no surfaces
11673 if (!numsurfacelist)
11675 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11678 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11680 // add to stats if desired
11681 if (r_speeds.integer && !skysurfaces && !depthonly)
11683 r_refdef.stats.world_surfaces += numsurfacelist;
11684 for (j = 0;j < numsurfacelist;j++)
11685 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11688 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11691 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11693 int i, j, endj, flagsmask;
11694 dp_model_t *model = ent->model;
11695 msurface_t *surfaces;
11696 unsigned char *update;
11697 int numsurfacelist = 0;
11701 if (r_maxsurfacelist < model->num_surfaces)
11703 r_maxsurfacelist = model->num_surfaces;
11705 Mem_Free((msurface_t **)r_surfacelist);
11706 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11709 // if the model is static it doesn't matter what value we give for
11710 // wantnormals and wanttangents, so this logic uses only rules applicable
11711 // to a model, knowing that they are meaningless otherwise
11712 if (ent == r_refdef.scene.worldentity)
11713 RSurf_ActiveWorldEntity();
11714 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11715 RSurf_ActiveModelEntity(ent, false, false, false);
11717 RSurf_ActiveModelEntity(ent, true, true, true);
11718 else if (depthonly)
11720 switch (vid.renderpath)
11722 case RENDERPATH_GL20:
11723 case RENDERPATH_D3D9:
11724 case RENDERPATH_D3D10:
11725 case RENDERPATH_D3D11:
11726 case RENDERPATH_SOFT:
11727 case RENDERPATH_GLES2:
11728 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11730 case RENDERPATH_GL11:
11731 case RENDERPATH_GL13:
11732 case RENDERPATH_GLES1:
11733 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11739 switch (vid.renderpath)
11741 case RENDERPATH_GL20:
11742 case RENDERPATH_D3D9:
11743 case RENDERPATH_D3D10:
11744 case RENDERPATH_D3D11:
11745 case RENDERPATH_SOFT:
11746 case RENDERPATH_GLES2:
11747 RSurf_ActiveModelEntity(ent, true, true, false);
11749 case RENDERPATH_GL11:
11750 case RENDERPATH_GL13:
11751 case RENDERPATH_GLES1:
11752 RSurf_ActiveModelEntity(ent, true, false, false);
11757 surfaces = model->data_surfaces;
11758 update = model->brushq1.lightmapupdateflags;
11760 // update light styles
11761 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11763 model_brush_lightstyleinfo_t *style;
11764 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11766 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11768 int *list = style->surfacelist;
11769 style->value = r_refdef.scene.lightstylevalue[style->style];
11770 for (j = 0;j < style->numsurfaces;j++)
11771 update[list[j]] = true;
11776 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11780 R_DrawDebugModel();
11781 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11785 rsurface.lightmaptexture = NULL;
11786 rsurface.deluxemaptexture = NULL;
11787 rsurface.uselightmaptexture = false;
11788 rsurface.texture = NULL;
11789 rsurface.rtlight = NULL;
11790 numsurfacelist = 0;
11791 // add visible surfaces to draw list
11792 for (i = 0;i < model->nummodelsurfaces;i++)
11793 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11794 // don't do anything if there were no surfaces
11795 if (!numsurfacelist)
11797 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11800 // update lightmaps if needed
11804 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11809 R_BuildLightMap(ent, surfaces + j);
11814 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11816 R_BuildLightMap(ent, surfaces + j);
11817 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11819 // add to stats if desired
11820 if (r_speeds.integer && !skysurfaces && !depthonly)
11822 r_refdef.stats.entities_surfaces += numsurfacelist;
11823 for (j = 0;j < numsurfacelist;j++)
11824 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11827 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11830 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11832 static texture_t texture;
11833 static msurface_t surface;
11834 const msurface_t *surfacelist = &surface;
11836 // fake enough texture and surface state to render this geometry
11838 texture.update_lastrenderframe = -1; // regenerate this texture
11839 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11840 texture.currentskinframe = skinframe;
11841 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11842 texture.offsetmapping = OFFSETMAPPING_OFF;
11843 texture.offsetscale = 1;
11844 texture.specularscalemod = 1;
11845 texture.specularpowermod = 1;
11847 surface.texture = &texture;
11848 surface.num_triangles = numtriangles;
11849 surface.num_firsttriangle = firsttriangle;
11850 surface.num_vertices = numvertices;
11851 surface.num_firstvertex = firstvertex;
11854 rsurface.texture = R_GetCurrentTexture(surface.texture);
11855 rsurface.lightmaptexture = NULL;
11856 rsurface.deluxemaptexture = NULL;
11857 rsurface.uselightmaptexture = false;
11858 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11861 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)
11863 static msurface_t surface;
11864 const msurface_t *surfacelist = &surface;
11866 // fake enough texture and surface state to render this geometry
11867 surface.texture = texture;
11868 surface.num_triangles = numtriangles;
11869 surface.num_firsttriangle = firsttriangle;
11870 surface.num_vertices = numvertices;
11871 surface.num_firstvertex = firstvertex;
11874 rsurface.texture = R_GetCurrentTexture(surface.texture);
11875 rsurface.lightmaptexture = NULL;
11876 rsurface.deluxemaptexture = NULL;
11877 rsurface.uselightmaptexture = false;
11878 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);