2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CF_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CF_CLIENT | CF_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CF_CLIENT | CF_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "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)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "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)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "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)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "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)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
194 cvar_t r_fxaa = {CF_CLIENT | CF_ARCHIVE, "r_fxaa", "0", "fast approximate anti aliasing"};
196 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
197 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
198 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
199 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
200 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
201 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
202 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
203 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
204 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
206 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
207 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
208 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
209 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
210 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
212 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
213 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
215 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
216 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
217 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
218 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
219 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
220 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
222 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
223 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
224 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
225 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
226 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
228 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
229 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
230 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
231 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
233 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
235 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
237 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
239 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
241 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
242 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
243 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
244 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
246 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
247 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
249 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
251 // FIXME: This cvar would grow to a ridiculous size after several launches and clean exits when used during surface sorting.
252 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
253 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
255 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
256 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
257 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
258 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
261 cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
262 cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
263 cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
265 extern cvar_t v_glslgamma_2d;
267 extern qbool v_flipped_state;
269 r_framebufferstate_t r_fb;
271 /// shadow volume bsp struct with automatically growing nodes buffer
274 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
276 rtexture_t *r_texture_blanknormalmap;
277 rtexture_t *r_texture_white;
278 rtexture_t *r_texture_grey128;
279 rtexture_t *r_texture_black;
280 rtexture_t *r_texture_notexture;
281 rtexture_t *r_texture_whitecube;
282 rtexture_t *r_texture_normalizationcube;
283 rtexture_t *r_texture_fogattenuation;
284 rtexture_t *r_texture_fogheighttexture;
285 rtexture_t *r_texture_gammaramps;
286 unsigned int r_texture_gammaramps_serial;
287 //rtexture_t *r_texture_fogintensity;
288 rtexture_t *r_texture_reflectcube;
290 // TODO: hash lookups?
291 typedef struct cubemapinfo_s
298 int r_texture_numcubemaps;
299 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
301 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
302 unsigned int r_numqueries;
303 unsigned int r_maxqueries;
305 typedef struct r_qwskincache_s
307 char name[MAX_QPATH];
308 skinframe_t *skinframe;
312 static r_qwskincache_t *r_qwskincache;
313 static int r_qwskincache_size;
315 /// vertex coordinates for a quad that covers the screen exactly
316 extern const float r_screenvertex3f[12];
317 const float r_screenvertex3f[12] =
325 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
328 for (i = 0;i < verts;i++)
339 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
342 for (i = 0;i < verts;i++)
352 // FIXME: move this to client?
355 if (gamemode == GAME_NEHAHRA)
357 Cvar_Set(&cvars_all, "gl_fogenable", "0");
358 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
359 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
360 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
361 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
363 r_refdef.fog_density = 0;
364 r_refdef.fog_red = 0;
365 r_refdef.fog_green = 0;
366 r_refdef.fog_blue = 0;
367 r_refdef.fog_alpha = 1;
368 r_refdef.fog_start = 0;
369 r_refdef.fog_end = 16384;
370 r_refdef.fog_height = 1<<30;
371 r_refdef.fog_fadedepth = 128;
372 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
375 static void R_BuildBlankTextures(void)
377 unsigned char data[4];
378 data[2] = 128; // normal X
379 data[1] = 128; // normal Y
380 data[0] = 255; // normal Z
381 data[3] = 255; // height
382 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
387 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
392 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
397 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
400 static void R_BuildNoTexture(void)
402 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
405 static void R_BuildWhiteCube(void)
407 unsigned char data[6*1*1*4];
408 memset(data, 255, sizeof(data));
409 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
412 static void R_BuildNormalizationCube(void)
416 vec_t s, t, intensity;
419 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
420 for (side = 0;side < 6;side++)
422 for (y = 0;y < NORMSIZE;y++)
424 for (x = 0;x < NORMSIZE;x++)
426 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
427 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
462 intensity = 127.0f / sqrt(DotProduct(v, v));
463 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
464 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
465 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
466 data[((side*64+y)*64+x)*4+3] = 255;
470 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
474 static void R_BuildFogTexture(void)
478 unsigned char data1[FOGWIDTH][4];
479 //unsigned char data2[FOGWIDTH][4];
482 r_refdef.fogmasktable_start = r_refdef.fog_start;
483 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
484 r_refdef.fogmasktable_range = r_refdef.fogrange;
485 r_refdef.fogmasktable_density = r_refdef.fog_density;
487 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
488 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
490 d = (x * r - r_refdef.fogmasktable_start);
491 if(developer_extra.integer)
492 Con_DPrintf("%f ", d);
494 if (r_fog_exp2.integer)
495 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
497 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
498 if(developer_extra.integer)
499 Con_DPrintf(" : %f ", alpha);
500 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
501 if(developer_extra.integer)
502 Con_DPrintf(" = %f\n", alpha);
503 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
506 for (x = 0;x < FOGWIDTH;x++)
508 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
513 //data2[x][0] = 255 - b;
514 //data2[x][1] = 255 - b;
515 //data2[x][2] = 255 - b;
518 if (r_texture_fogattenuation)
520 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
521 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
525 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
526 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
530 static void R_BuildFogHeightTexture(void)
532 unsigned char *inpixels;
540 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
541 if (r_refdef.fogheighttexturename[0])
542 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
545 r_refdef.fog_height_tablesize = 0;
546 if (r_texture_fogheighttexture)
547 R_FreeTexture(r_texture_fogheighttexture);
548 r_texture_fogheighttexture = NULL;
549 if (r_refdef.fog_height_table2d)
550 Mem_Free(r_refdef.fog_height_table2d);
551 r_refdef.fog_height_table2d = NULL;
552 if (r_refdef.fog_height_table1d)
553 Mem_Free(r_refdef.fog_height_table1d);
554 r_refdef.fog_height_table1d = NULL;
558 r_refdef.fog_height_tablesize = size;
559 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
560 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
561 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
563 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
564 // average fog color table accounting for every fog layer between a point
565 // and the camera. (Note: attenuation is handled separately!)
566 for (y = 0;y < size;y++)
568 for (x = 0;x < size;x++)
574 for (j = x;j <= y;j++)
576 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
582 for (j = x;j >= y;j--)
584 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
589 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
590 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
591 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
592 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
595 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
598 //=======================================================================================================================================================
600 static const char *builtinshaderstrings[] =
602 #include "shader_glsl.h"
606 //=======================================================================================================================================================
608 typedef struct shaderpermutationinfo_s
613 shaderpermutationinfo_t;
615 typedef struct shadermodeinfo_s
617 const char *sourcebasename;
618 const char *extension;
619 const char **builtinshaderstrings;
628 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
629 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
631 {"#define USEDIFFUSE\n", " diffuse"},
632 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
633 {"#define USEVIEWTINT\n", " viewtint"},
634 {"#define USECOLORMAPPING\n", " colormapping"},
635 {"#define USESATURATION\n", " saturation"},
636 {"#define USEFOGINSIDE\n", " foginside"},
637 {"#define USEFOGOUTSIDE\n", " fogoutside"},
638 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
639 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
640 {"#define USEGAMMARAMPS\n", " gammaramps"},
641 {"#define USECUBEFILTER\n", " cubefilter"},
642 {"#define USEGLOW\n", " glow"},
643 {"#define USEBLOOM\n", " bloom"},
644 {"#define USESPECULAR\n", " specular"},
645 {"#define USEPOSTPROCESSING\n", " postprocessing"},
646 {"#define USEREFLECTION\n", " reflection"},
647 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
648 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
649 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
650 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
651 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
652 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
653 {"#define USEALPHAKILL\n", " alphakill"},
654 {"#define USEREFLECTCUBE\n", " reflectcube"},
655 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
656 {"#define USEBOUNCEGRID\n", " bouncegrid"},
657 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
658 {"#define USETRIPPY\n", " trippy"},
659 {"#define USEDEPTHRGB\n", " depthrgb"},
660 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
661 {"#define USESKELETAL\n", " skeletal"},
662 {"#define USEOCCLUDE\n", " occlude"}
665 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
666 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
668 // SHADERLANGUAGE_GLSL
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
681 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
682 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
683 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
684 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
685 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
686 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
690 struct r_glsl_permutation_s;
691 typedef struct r_glsl_permutation_s
694 struct r_glsl_permutation_s *hashnext;
696 uint64_t permutation;
698 /// indicates if we have tried compiling this permutation already
700 /// 0 if compilation failed
702 // texture units assigned to each detected uniform
703 int tex_Texture_First;
704 int tex_Texture_Second;
705 int tex_Texture_GammaRamps;
706 int tex_Texture_Normal;
707 int tex_Texture_Color;
708 int tex_Texture_Gloss;
709 int tex_Texture_Glow;
710 int tex_Texture_SecondaryNormal;
711 int tex_Texture_SecondaryColor;
712 int tex_Texture_SecondaryGloss;
713 int tex_Texture_SecondaryGlow;
714 int tex_Texture_Pants;
715 int tex_Texture_Shirt;
716 int tex_Texture_FogHeightTexture;
717 int tex_Texture_FogMask;
718 int tex_Texture_LightGrid;
719 int tex_Texture_Lightmap;
720 int tex_Texture_Deluxemap;
721 int tex_Texture_Attenuation;
722 int tex_Texture_Cube;
723 int tex_Texture_Refraction;
724 int tex_Texture_Reflection;
725 int tex_Texture_ShadowMap2D;
726 int tex_Texture_CubeProjection;
727 int tex_Texture_ScreenNormalMap;
728 int tex_Texture_ScreenDiffuse;
729 int tex_Texture_ScreenSpecular;
730 int tex_Texture_ReflectMask;
731 int tex_Texture_ReflectCube;
732 int tex_Texture_BounceGrid;
733 /// locations of detected uniforms in program object, or -1 if not found
734 int loc_Texture_First;
735 int loc_Texture_Second;
736 int loc_Texture_GammaRamps;
737 int loc_Texture_Normal;
738 int loc_Texture_Color;
739 int loc_Texture_Gloss;
740 int loc_Texture_Glow;
741 int loc_Texture_SecondaryNormal;
742 int loc_Texture_SecondaryColor;
743 int loc_Texture_SecondaryGloss;
744 int loc_Texture_SecondaryGlow;
745 int loc_Texture_Pants;
746 int loc_Texture_Shirt;
747 int loc_Texture_FogHeightTexture;
748 int loc_Texture_FogMask;
749 int loc_Texture_LightGrid;
750 int loc_Texture_Lightmap;
751 int loc_Texture_Deluxemap;
752 int loc_Texture_Attenuation;
753 int loc_Texture_Cube;
754 int loc_Texture_Refraction;
755 int loc_Texture_Reflection;
756 int loc_Texture_ShadowMap2D;
757 int loc_Texture_CubeProjection;
758 int loc_Texture_ScreenNormalMap;
759 int loc_Texture_ScreenDiffuse;
760 int loc_Texture_ScreenSpecular;
761 int loc_Texture_ReflectMask;
762 int loc_Texture_ReflectCube;
763 int loc_Texture_BounceGrid;
765 int loc_BloomBlur_Parameters;
767 int loc_Color_Ambient;
768 int loc_Color_Diffuse;
769 int loc_Color_Specular;
773 int loc_DeferredColor_Ambient;
774 int loc_DeferredColor_Diffuse;
775 int loc_DeferredColor_Specular;
776 int loc_DeferredMod_Diffuse;
777 int loc_DeferredMod_Specular;
778 int loc_DistortScaleRefractReflect;
781 int loc_FogHeightFade;
783 int loc_FogPlaneViewDist;
784 int loc_FogRangeRecip;
787 int loc_LightGridMatrix;
788 int loc_LightGridNormalMatrix;
789 int loc_LightPosition;
790 int loc_OffsetMapping_ScaleSteps;
791 int loc_OffsetMapping_LodDistance;
792 int loc_OffsetMapping_Bias;
794 int loc_ReflectColor;
795 int loc_ReflectFactor;
796 int loc_ReflectOffset;
797 int loc_RefractColor;
799 int loc_ScreenCenterRefractReflect;
800 int loc_ScreenScaleRefractReflect;
801 int loc_ScreenToDepth;
802 int loc_ShadowMap_Parameters;
803 int loc_ShadowMap_TextureScale;
804 int loc_SpecularPower;
805 int loc_Skeletal_Transform12;
811 int loc_ViewTintColor;
813 int loc_ModelToLight;
815 int loc_BackgroundTexMatrix;
816 int loc_ModelViewProjectionMatrix;
817 int loc_ModelViewMatrix;
818 int loc_PixelToScreenTexCoord;
819 int loc_ModelToReflectCube;
820 int loc_ShadowMapMatrix;
821 int loc_BloomColorSubtract;
822 int loc_NormalmapScrollBlend;
823 int loc_BounceGridMatrix;
824 int loc_BounceGridIntensity;
825 /// uniform block bindings
826 int ubibind_Skeletal_Transform12_UniformBlock;
827 /// uniform block indices
828 int ubiloc_Skeletal_Transform12_UniformBlock;
830 r_glsl_permutation_t;
832 #define SHADERPERMUTATION_HASHSIZE 256
835 // non-degradable "lightweight" shader parameters to keep the permutations simpler
836 // these can NOT degrade! only use for simple stuff
839 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
840 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
841 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
842 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
843 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
844 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
845 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
846 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
847 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
848 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
849 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
850 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
851 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
852 SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
853 SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
855 #define SHADERSTATICPARMS_COUNT 15
857 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
858 static int shaderstaticparms_count = 0;
860 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
861 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
863 extern qbool r_shadow_shadowmapsampler;
864 extern int r_shadow_shadowmappcf;
865 qbool R_CompileShader_CheckStaticParms(void)
867 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
868 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
869 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
872 if (r_glsl_saturation_redcompensate.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
874 if (r_glsl_vertextextureblend_usebothalphas.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
876 if (r_shadow_glossexact.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
878 if (r_glsl_postprocess.integer)
880 if (r_glsl_postprocess_uservec1_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
882 if (r_glsl_postprocess_uservec2_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
884 if (r_glsl_postprocess_uservec3_enable.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
886 if (r_glsl_postprocess_uservec4_enable.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
891 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
894 if (r_shadow_shadowmapsampler)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
896 if (r_shadow_shadowmappcf > 1)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
898 else if (r_shadow_shadowmappcf)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
900 if (r_celshading.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
902 if (r_celoutlines.integer)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
904 if (r_colorfringe.value)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
907 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
910 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
911 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
912 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
914 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
915 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
917 shaderstaticparms_count = 0;
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
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, uint64_t 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_ShaderStrCat(const char **strings)
972 const char **p = strings;
975 for (p = strings;(t = *p);p++)
978 s = string = (char *)Mem_Alloc(r_main_mempool, len);
980 for (p = strings;(t = *p);p++)
990 static char *R_ShaderStrCat(const char **strings);
991 static void R_InitShaderModeInfo(void)
994 shadermodeinfo_t *modeinfo;
995 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
996 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
998 for (i = 0; i < SHADERMODE_COUNT; i++)
1000 char filename[MAX_QPATH];
1001 modeinfo = &shadermodeinfo[language][i];
1002 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1003 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1004 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1005 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1010 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1013 // if the mode has no filename we have to return the builtin string
1014 if (builtinonly || !modeinfo->filename)
1015 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1016 // note that FS_LoadFile appends a 0 byte to make it a valid string
1017 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1020 if (printfromdisknotice)
1021 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1022 return shaderstring;
1024 // fall back to builtinstring
1025 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1028 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1033 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1035 char permutationname[256];
1036 int vertstrings_count = 0;
1037 int geomstrings_count = 0;
1038 int fragstrings_count = 0;
1039 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1040 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1041 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1048 permutationname[0] = 0;
1049 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1051 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1053 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1054 if(vid.support.glshaderversion >= 140)
1056 vertstrings_list[vertstrings_count++] = "#version 140\n";
1057 geomstrings_list[geomstrings_count++] = "#version 140\n";
1058 fragstrings_list[fragstrings_count++] = "#version 140\n";
1059 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1060 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1061 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1063 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1064 else if(vid.support.glshaderversion >= 130)
1066 vertstrings_list[vertstrings_count++] = "#version 130\n";
1067 geomstrings_list[geomstrings_count++] = "#version 130\n";
1068 fragstrings_list[fragstrings_count++] = "#version 130\n";
1069 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1070 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1071 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1073 // if we can do #version 120, we should (this adds the invariant keyword)
1074 else if(vid.support.glshaderversion >= 120)
1076 vertstrings_list[vertstrings_count++] = "#version 120\n";
1077 geomstrings_list[geomstrings_count++] = "#version 120\n";
1078 fragstrings_list[fragstrings_count++] = "#version 120\n";
1079 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1080 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1081 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1083 // GLES also adds several things from GLSL120
1084 switch(vid.renderpath)
1086 case RENDERPATH_GLES2:
1087 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1088 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1089 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1095 // the first pretext is which type of shader to compile as
1096 // (later these will all be bound together as a program object)
1097 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1098 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1099 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1101 // the second pretext is the mode (for example a light source)
1102 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1103 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1104 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1105 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1107 // now add all the permutation pretexts
1108 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1110 if (permutation & (1ll<<i))
1112 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1113 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1114 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1115 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1119 // keep line numbers correct
1120 vertstrings_list[vertstrings_count++] = "\n";
1121 geomstrings_list[geomstrings_count++] = "\n";
1122 fragstrings_list[fragstrings_count++] = "\n";
1127 R_CompileShader_AddStaticParms(mode, permutation);
1128 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1129 vertstrings_count += shaderstaticparms_count;
1130 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1131 geomstrings_count += shaderstaticparms_count;
1132 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1133 fragstrings_count += shaderstaticparms_count;
1135 // now append the shader text itself
1136 vertstrings_list[vertstrings_count++] = sourcestring;
1137 geomstrings_list[geomstrings_count++] = sourcestring;
1138 fragstrings_list[fragstrings_count++] = sourcestring;
1140 // we don't currently use geometry shaders for anything, so just empty the list
1141 geomstrings_count = 0;
1143 // compile the shader program
1144 if (vertstrings_count + geomstrings_count + fragstrings_count)
1145 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1149 qglUseProgram(p->program);CHECKGLERROR
1150 // look up all the uniform variable names we care about, so we don't
1151 // have to look them up every time we set them
1156 GLint activeuniformindex = 0;
1157 GLint numactiveuniforms = 0;
1158 char uniformname[128];
1159 GLsizei uniformnamelength = 0;
1160 GLint uniformsize = 0;
1161 GLenum uniformtype = 0;
1162 memset(uniformname, 0, sizeof(uniformname));
1163 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1164 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1165 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1167 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1168 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1173 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1174 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1175 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1176 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1177 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1178 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1179 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1180 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1181 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1182 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1183 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1184 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1185 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1186 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1187 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1188 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1189 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1190 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1191 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1192 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1193 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1194 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1195 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1196 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1197 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1198 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1199 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1200 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1201 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1202 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1203 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1204 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1205 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1206 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1207 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1208 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1209 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1210 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1211 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1212 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1213 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1214 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1215 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1216 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1217 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1218 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1219 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1220 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1221 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1222 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1223 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1224 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1225 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1226 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1227 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1228 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1229 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1230 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1231 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1232 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1233 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1234 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1235 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1236 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1237 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1238 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1239 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1240 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1241 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1242 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1243 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1244 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1245 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1246 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1247 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1248 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1249 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1250 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1251 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1252 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1253 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1254 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1255 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1256 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1257 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1258 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1259 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1260 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1261 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1262 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1263 // initialize the samplers to refer to the texture units we use
1264 p->tex_Texture_First = -1;
1265 p->tex_Texture_Second = -1;
1266 p->tex_Texture_GammaRamps = -1;
1267 p->tex_Texture_Normal = -1;
1268 p->tex_Texture_Color = -1;
1269 p->tex_Texture_Gloss = -1;
1270 p->tex_Texture_Glow = -1;
1271 p->tex_Texture_SecondaryNormal = -1;
1272 p->tex_Texture_SecondaryColor = -1;
1273 p->tex_Texture_SecondaryGloss = -1;
1274 p->tex_Texture_SecondaryGlow = -1;
1275 p->tex_Texture_Pants = -1;
1276 p->tex_Texture_Shirt = -1;
1277 p->tex_Texture_FogHeightTexture = -1;
1278 p->tex_Texture_FogMask = -1;
1279 p->tex_Texture_LightGrid = -1;
1280 p->tex_Texture_Lightmap = -1;
1281 p->tex_Texture_Deluxemap = -1;
1282 p->tex_Texture_Attenuation = -1;
1283 p->tex_Texture_Cube = -1;
1284 p->tex_Texture_Refraction = -1;
1285 p->tex_Texture_Reflection = -1;
1286 p->tex_Texture_ShadowMap2D = -1;
1287 p->tex_Texture_CubeProjection = -1;
1288 p->tex_Texture_ScreenNormalMap = -1;
1289 p->tex_Texture_ScreenDiffuse = -1;
1290 p->tex_Texture_ScreenSpecular = -1;
1291 p->tex_Texture_ReflectMask = -1;
1292 p->tex_Texture_ReflectCube = -1;
1293 p->tex_Texture_BounceGrid = -1;
1294 // bind the texture samplers in use
1296 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1297 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1298 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1299 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1300 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1301 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1302 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1303 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1304 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1305 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1306 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1307 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1308 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1309 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1310 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1311 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1312 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1313 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1314 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1315 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1316 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1317 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1318 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1319 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1320 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1321 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1322 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1323 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1324 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1325 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1326 // get the uniform block indices so we can bind them
1327 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1328 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1329 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1331 // clear the uniform block bindings
1332 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1333 // bind the uniform blocks in use
1335 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1336 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1338 // we're done compiling and setting up the shader, at least until it is used
1340 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1343 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1347 Mem_Free(sourcestring);
1350 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1352 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1353 if (r_glsl_permutation != perm)
1355 r_glsl_permutation = perm;
1356 if (!r_glsl_permutation->program)
1358 if (!r_glsl_permutation->compiled)
1360 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1361 R_GLSL_CompilePermutation(perm, mode, permutation);
1363 if (!r_glsl_permutation->program)
1365 // remove features until we find a valid permutation
1367 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1369 // reduce i more quickly whenever it would not remove any bits
1370 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1371 if (!(permutation & j))
1374 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1375 if (!r_glsl_permutation->compiled)
1376 R_GLSL_CompilePermutation(perm, mode, permutation);
1377 if (r_glsl_permutation->program)
1380 if (i >= SHADERPERMUTATION_COUNT)
1382 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1383 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1384 qglUseProgram(0);CHECKGLERROR
1385 return; // no bit left to clear, entire mode is broken
1390 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1392 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1393 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1394 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1398 void R_GLSL_Restart_f(cmd_state_t *cmd)
1400 unsigned int i, limit;
1401 switch(vid.renderpath)
1403 case RENDERPATH_GL32:
1404 case RENDERPATH_GLES2:
1406 r_glsl_permutation_t *p;
1407 r_glsl_permutation = NULL;
1408 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1409 for (i = 0;i < limit;i++)
1411 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1413 GL_Backend_FreeProgram(p->program);
1414 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1417 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1423 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1425 int i, language, mode, dupe;
1427 shadermodeinfo_t *modeinfo;
1430 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1432 modeinfo = shadermodeinfo[language];
1433 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1435 // don't dump the same file multiple times (most or all shaders come from the same file)
1436 for (dupe = mode - 1;dupe >= 0;dupe--)
1437 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1441 text = modeinfo[mode].builtinstring;
1444 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1447 FS_Print(file, "/* The engine may define the following macros:\n");
1448 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1449 for (i = 0;i < SHADERMODE_COUNT;i++)
1450 FS_Print(file, modeinfo[i].pretext);
1451 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1452 FS_Print(file, shaderpermutationinfo[i].pretext);
1453 FS_Print(file, "*/\n");
1454 FS_Print(file, text);
1456 Con_Printf("%s written\n", modeinfo[mode].filename);
1459 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1464 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1466 uint64_t permutation = 0;
1467 if (r_trippy.integer && !notrippy)
1468 permutation |= SHADERPERMUTATION_TRIPPY;
1469 permutation |= SHADERPERMUTATION_VIEWTINT;
1471 permutation |= SHADERPERMUTATION_DIFFUSE;
1472 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1473 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1474 if (suppresstexalpha)
1475 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1476 if (vid.allowalphatocoverage)
1477 GL_AlphaToCoverage(false);
1478 switch (vid.renderpath)
1480 case RENDERPATH_GL32:
1481 case RENDERPATH_GLES2:
1482 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1483 if (r_glsl_permutation->tex_Texture_First >= 0)
1484 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1485 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1486 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1491 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1493 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1496 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1498 uint64_t permutation = 0;
1499 if (r_trippy.integer && !notrippy)
1500 permutation |= SHADERPERMUTATION_TRIPPY;
1502 permutation |= SHADERPERMUTATION_DEPTHRGB;
1504 permutation |= SHADERPERMUTATION_SKELETAL;
1506 if (vid.allowalphatocoverage)
1507 GL_AlphaToCoverage(false);
1508 switch (vid.renderpath)
1510 case RENDERPATH_GL32:
1511 case RENDERPATH_GLES2:
1512 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1513 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1514 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1520 #define BLENDFUNC_ALLOWS_COLORMOD 1
1521 #define BLENDFUNC_ALLOWS_FOG 2
1522 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1523 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1524 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1525 static int R_BlendFuncFlags(int src, int dst)
1529 // a blendfunc allows colormod if:
1530 // a) it can never keep the destination pixel invariant, or
1531 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1532 // this is to prevent unintended side effects from colormod
1534 // a blendfunc allows fog if:
1535 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1536 // this is to prevent unintended side effects from fog
1538 // these checks are the output of fogeval.pl
1540 r |= BLENDFUNC_ALLOWS_COLORMOD;
1541 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1542 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1543 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1544 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1545 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1547 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1550 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1551 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1552 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1553 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1554 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1555 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1556 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1557 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1558 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1559 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1560 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1561 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1566 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
1568 // select a permutation of the lighting shader appropriate to this
1569 // combination of texture, entity, light source, and fogging, only use the
1570 // minimum features necessary to avoid wasting rendering time in the
1571 // fragment shader on features that are not being used
1572 uint64_t permutation = 0;
1573 unsigned int mode = 0;
1575 texture_t *t = rsurface.texture;
1577 matrix4x4_t tempmatrix;
1578 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1579 if (r_trippy.integer && !notrippy)
1580 permutation |= SHADERPERMUTATION_TRIPPY;
1581 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1582 permutation |= SHADERPERMUTATION_ALPHAKILL;
1583 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1584 permutation |= SHADERPERMUTATION_OCCLUDE;
1585 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1586 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1587 if (rsurfacepass == RSURFPASS_BACKGROUND)
1589 // distorted background
1590 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1592 mode = SHADERMODE_WATER;
1593 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1594 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1595 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1597 // this is the right thing to do for wateralpha
1598 GL_BlendFunc(GL_ONE, GL_ZERO);
1599 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1603 // this is the right thing to do for entity alpha
1604 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1605 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1608 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1610 mode = SHADERMODE_REFRACTION;
1611 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1612 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1613 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1614 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1618 mode = SHADERMODE_GENERIC;
1619 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1620 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1621 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1623 if (vid.allowalphatocoverage)
1624 GL_AlphaToCoverage(false);
1626 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1628 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1630 switch(t->offsetmapping)
1632 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1633 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1634 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1635 case OFFSETMAPPING_OFF: break;
1638 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1639 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1640 // normalmap (deferred prepass), may use alpha test on diffuse
1641 mode = SHADERMODE_DEFERREDGEOMETRY;
1642 GL_BlendFunc(GL_ONE, GL_ZERO);
1643 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1644 if (vid.allowalphatocoverage)
1645 GL_AlphaToCoverage(false);
1647 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1649 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1651 switch(t->offsetmapping)
1653 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1654 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1655 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1656 case OFFSETMAPPING_OFF: break;
1659 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1660 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1661 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1662 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1664 mode = SHADERMODE_LIGHTSOURCE;
1665 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1666 permutation |= SHADERPERMUTATION_CUBEFILTER;
1667 if (VectorLength2(rtlightdiffuse) > 0)
1668 permutation |= SHADERPERMUTATION_DIFFUSE;
1669 if (VectorLength2(rtlightspecular) > 0)
1670 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1671 if (r_refdef.fogenabled)
1672 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1673 if (t->colormapping)
1674 permutation |= SHADERPERMUTATION_COLORMAPPING;
1675 if (r_shadow_usingshadowmap2d)
1677 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1678 if(r_shadow_shadowmapvsdct)
1679 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1681 if (r_shadow_shadowmap2ddepthbuffer)
1682 permutation |= SHADERPERMUTATION_DEPTHRGB;
1684 if (t->reflectmasktexture)
1685 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1686 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1687 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1688 if (vid.allowalphatocoverage)
1689 GL_AlphaToCoverage(false);
1691 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1693 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1695 switch(t->offsetmapping)
1697 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1698 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1699 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1700 case OFFSETMAPPING_OFF: break;
1703 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1704 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1705 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1706 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1707 // directional model lighting
1708 mode = SHADERMODE_LIGHTGRID;
1709 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1710 permutation |= SHADERPERMUTATION_GLOW;
1711 permutation |= SHADERPERMUTATION_DIFFUSE;
1712 if (t->glosstexture || t->backgroundglosstexture)
1713 permutation |= SHADERPERMUTATION_SPECULAR;
1714 if (r_refdef.fogenabled)
1715 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1716 if (t->colormapping)
1717 permutation |= SHADERPERMUTATION_COLORMAPPING;
1718 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1720 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1721 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1723 if (r_shadow_shadowmap2ddepthbuffer)
1724 permutation |= SHADERPERMUTATION_DEPTHRGB;
1726 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1727 permutation |= SHADERPERMUTATION_REFLECTION;
1728 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1729 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1730 if (t->reflectmasktexture)
1731 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1732 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1734 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1735 if (r_shadow_bouncegrid_state.directional)
1736 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1738 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1739 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1740 // when using alphatocoverage, we don't need alphakill
1741 if (vid.allowalphatocoverage)
1743 if (r_transparent_alphatocoverage.integer)
1745 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1746 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1749 GL_AlphaToCoverage(false);
1752 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1754 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1756 switch(t->offsetmapping)
1758 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1759 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1760 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1761 case OFFSETMAPPING_OFF: break;
1764 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1765 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1766 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1767 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1768 // directional model lighting
1769 mode = SHADERMODE_LIGHTDIRECTION;
1770 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1771 permutation |= SHADERPERMUTATION_GLOW;
1772 if (VectorLength2(t->render_modellight_diffuse))
1773 permutation |= SHADERPERMUTATION_DIFFUSE;
1774 if (VectorLength2(t->render_modellight_specular) > 0)
1775 permutation |= SHADERPERMUTATION_SPECULAR;
1776 if (r_refdef.fogenabled)
1777 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1778 if (t->colormapping)
1779 permutation |= SHADERPERMUTATION_COLORMAPPING;
1780 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1782 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1783 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1785 if (r_shadow_shadowmap2ddepthbuffer)
1786 permutation |= SHADERPERMUTATION_DEPTHRGB;
1788 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1789 permutation |= SHADERPERMUTATION_REFLECTION;
1790 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1791 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1792 if (t->reflectmasktexture)
1793 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1794 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1796 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1797 if (r_shadow_bouncegrid_state.directional)
1798 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1800 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1801 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1802 // when using alphatocoverage, we don't need alphakill
1803 if (vid.allowalphatocoverage)
1805 if (r_transparent_alphatocoverage.integer)
1807 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1808 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1811 GL_AlphaToCoverage(false);
1816 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1818 switch(t->offsetmapping)
1820 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1821 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1822 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1823 case OFFSETMAPPING_OFF: break;
1826 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1827 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1828 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1829 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1831 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1832 permutation |= SHADERPERMUTATION_GLOW;
1833 if (r_refdef.fogenabled && !ui)
1834 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1835 if (t->colormapping)
1836 permutation |= SHADERPERMUTATION_COLORMAPPING;
1837 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1839 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1840 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1842 if (r_shadow_shadowmap2ddepthbuffer)
1843 permutation |= SHADERPERMUTATION_DEPTHRGB;
1845 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1846 permutation |= SHADERPERMUTATION_REFLECTION;
1847 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1848 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1849 if (t->reflectmasktexture)
1850 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1851 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1853 // deluxemapping (light direction texture)
1854 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1855 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1857 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1858 permutation |= SHADERPERMUTATION_DIFFUSE;
1859 if (VectorLength2(t->render_lightmap_specular) > 0)
1860 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1862 else if (r_glsl_deluxemapping.integer >= 2)
1864 // fake deluxemapping (uniform light direction in tangentspace)
1865 if (rsurface.uselightmaptexture)
1866 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1868 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1869 permutation |= SHADERPERMUTATION_DIFFUSE;
1870 if (VectorLength2(t->render_lightmap_specular) > 0)
1871 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1873 else if (rsurface.uselightmaptexture)
1875 // ordinary lightmapping (q1bsp, q3bsp)
1876 mode = SHADERMODE_LIGHTMAP;
1880 // ordinary vertex coloring (q3bsp)
1881 mode = SHADERMODE_VERTEXCOLOR;
1883 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1885 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1886 if (r_shadow_bouncegrid_state.directional)
1887 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1889 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1890 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1891 // when using alphatocoverage, we don't need alphakill
1892 if (vid.allowalphatocoverage)
1894 if (r_transparent_alphatocoverage.integer)
1896 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1897 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1900 GL_AlphaToCoverage(false);
1903 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1904 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1905 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
1906 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1907 switch(vid.renderpath)
1909 case RENDERPATH_GL32:
1910 case RENDERPATH_GLES2:
1911 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1912 RSurf_UploadBuffersForBatch();
1913 // this has to be after RSurf_PrepareVerticesForBatch
1914 if (rsurface.batchskeletaltransform3x4buffer)
1915 permutation |= SHADERPERMUTATION_SKELETAL;
1916 R_SetupShader_SetPermutationGLSL(mode, permutation);
1917 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1918 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1920 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1921 if (mode == SHADERMODE_LIGHTSOURCE)
1923 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1924 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1925 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1926 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1927 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1928 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1930 // additive passes are only darkened by fog, not tinted
1931 if (r_glsl_permutation->loc_FogColor >= 0)
1932 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1933 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1937 if (mode == SHADERMODE_FLATCOLOR)
1939 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1941 else if (mode == SHADERMODE_LIGHTGRID)
1943 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1944 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1945 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1946 // other LightGrid uniforms handled below
1948 else if (mode == SHADERMODE_LIGHTDIRECTION)
1950 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1951 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1952 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1953 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1954 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1955 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1956 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1960 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1961 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1962 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1963 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1964 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1966 // additive passes are only darkened by fog, not tinted
1967 if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
1969 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1970 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1972 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1974 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1975 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1976 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1977 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1978 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1979 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1980 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1981 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1982 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1984 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1985 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1986 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1987 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1989 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1990 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1994 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1995 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1998 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1999 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2000 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2001 if (r_glsl_permutation->loc_Color_Pants >= 0)
2003 if (t->pantstexture)
2004 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2006 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2008 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2010 if (t->shirttexture)
2011 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2013 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2015 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]);
2016 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2017 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2018 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2019 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2020 r_glsl_offsetmapping_scale.value*t->offsetscale,
2021 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2022 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2023 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2025 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2026 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2027 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]);
2028 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2029 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2030 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2031 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2034 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2035 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2036 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2037 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2038 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2039 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2040 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2041 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2042 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2045 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2046 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2047 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2048 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2049 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2050 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2051 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2052 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2053 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2054 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2055 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2056 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2057 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2058 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2059 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2060 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2061 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2062 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2063 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2064 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2065 if (rsurfacepass == RSURFPASS_BACKGROUND)
2067 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2068 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2069 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2073 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2075 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2076 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2077 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2078 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2080 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2081 if (rsurface.rtlight)
2083 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2084 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2087 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2088 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2094 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2096 // select a permutation of the lighting shader appropriate to this
2097 // combination of texture, entity, light source, and fogging, only use the
2098 // minimum features necessary to avoid wasting rendering time in the
2099 // fragment shader on features that are not being used
2100 uint64_t permutation = 0;
2101 unsigned int mode = 0;
2102 const float *lightcolorbase = rtlight->currentcolor;
2103 float ambientscale = rtlight->ambientscale;
2104 float diffusescale = rtlight->diffusescale;
2105 float specularscale = rtlight->specularscale;
2106 // this is the location of the light in view space
2107 vec3_t viewlightorigin;
2108 // this transforms from view space (camera) to light space (cubemap)
2109 matrix4x4_t viewtolight;
2110 matrix4x4_t lighttoview;
2111 float viewtolight16f[16];
2113 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2114 if (rtlight->currentcubemap != r_texture_whitecube)
2115 permutation |= SHADERPERMUTATION_CUBEFILTER;
2116 if (diffusescale > 0)
2117 permutation |= SHADERPERMUTATION_DIFFUSE;
2118 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2119 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2120 if (r_shadow_usingshadowmap2d)
2122 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2123 if (r_shadow_shadowmapvsdct)
2124 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2126 if (r_shadow_shadowmap2ddepthbuffer)
2127 permutation |= SHADERPERMUTATION_DEPTHRGB;
2129 if (vid.allowalphatocoverage)
2130 GL_AlphaToCoverage(false);
2131 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2132 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2133 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2134 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2135 switch(vid.renderpath)
2137 case RENDERPATH_GL32:
2138 case RENDERPATH_GLES2:
2139 R_SetupShader_SetPermutationGLSL(mode, permutation);
2140 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2141 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2142 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2143 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2144 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2145 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2146 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2147 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);
2148 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]);
2149 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2151 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2152 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2153 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2154 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2155 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2160 #define SKINFRAME_HASH 1024
2164 unsigned int loadsequence; // incremented each level change
2165 memexpandablearray_t array;
2166 skinframe_t *hash[SKINFRAME_HASH];
2169 r_skinframe_t r_skinframe;
2171 void R_SkinFrame_PrepareForPurge(void)
2173 r_skinframe.loadsequence++;
2174 // wrap it without hitting zero
2175 if (r_skinframe.loadsequence >= 200)
2176 r_skinframe.loadsequence = 1;
2179 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2183 // mark the skinframe as used for the purging code
2184 skinframe->loadsequence = r_skinframe.loadsequence;
2187 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2191 if (s->merged == s->base)
2193 R_PurgeTexture(s->stain); s->stain = NULL;
2194 R_PurgeTexture(s->merged); s->merged = NULL;
2195 R_PurgeTexture(s->base); s->base = NULL;
2196 R_PurgeTexture(s->pants); s->pants = NULL;
2197 R_PurgeTexture(s->shirt); s->shirt = NULL;
2198 R_PurgeTexture(s->nmap); s->nmap = NULL;
2199 R_PurgeTexture(s->gloss); s->gloss = NULL;
2200 R_PurgeTexture(s->glow); s->glow = NULL;
2201 R_PurgeTexture(s->fog); s->fog = NULL;
2202 R_PurgeTexture(s->reflect); s->reflect = NULL;
2203 s->loadsequence = 0;
2206 void R_SkinFrame_Purge(void)
2210 for (i = 0;i < SKINFRAME_HASH;i++)
2212 for (s = r_skinframe.hash[i];s;s = s->next)
2214 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2215 R_SkinFrame_PurgeSkinFrame(s);
2220 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2222 char basename[MAX_QPATH];
2224 Image_StripImageExtension(name, basename, sizeof(basename));
2226 if( last == NULL ) {
2228 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2229 item = r_skinframe.hash[hashindex];
2234 // linearly search through the hash bucket
2235 for( ; item ; item = item->next ) {
2236 if( !strcmp( item->basename, basename ) ) {
2243 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2246 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2248 char basename[MAX_QPATH];
2250 Image_StripImageExtension(name, basename, sizeof(basename));
2252 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2253 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2254 if (!strcmp(item->basename, basename) &&
2255 item->textureflags == compareflags &&
2256 item->comparewidth == comparewidth &&
2257 item->compareheight == compareheight &&
2258 item->comparecrc == comparecrc)
2265 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2266 memset(item, 0, sizeof(*item));
2267 strlcpy(item->basename, basename, sizeof(item->basename));
2268 item->textureflags = compareflags;
2269 item->comparewidth = comparewidth;
2270 item->compareheight = compareheight;
2271 item->comparecrc = comparecrc;
2272 item->next = r_skinframe.hash[hashindex];
2273 r_skinframe.hash[hashindex] = item;
2275 else if (textureflags & TEXF_FORCE_RELOAD)
2276 R_SkinFrame_PurgeSkinFrame(item);
2278 R_SkinFrame_MarkUsed(item);
2282 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2284 unsigned long long avgcolor[5], wsum; \
2292 for(pix = 0; pix < cnt; ++pix) \
2295 for(comp = 0; comp < 3; ++comp) \
2297 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2300 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2302 for(comp = 0; comp < 3; ++comp) \
2303 avgcolor[comp] += getpixel * w; \
2306 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2307 avgcolor[4] += getpixel; \
2309 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2311 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2312 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2313 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2314 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2317 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2319 skinframe_t *skinframe;
2321 if (cls.state == ca_dedicated)
2324 // return an existing skinframe if already loaded
2325 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2326 if (skinframe && skinframe->base)
2329 // if the skinframe doesn't exist this will create it
2330 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2333 extern cvar_t gl_picmip;
2334 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2337 unsigned char *pixels;
2338 unsigned char *bumppixels;
2339 unsigned char *basepixels = NULL;
2340 int basepixels_width = 0;
2341 int basepixels_height = 0;
2342 rtexture_t *ddsbase = NULL;
2343 qbool ddshasalpha = false;
2344 float ddsavgcolor[4];
2345 char basename[MAX_QPATH];
2346 int miplevel = R_PicmipForFlags(textureflags);
2347 int savemiplevel = miplevel;
2351 if (cls.state == ca_dedicated)
2354 Image_StripImageExtension(name, basename, sizeof(basename));
2356 // check for DDS texture file first
2357 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2359 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2360 if (basepixels == NULL && fallbacknotexture)
2361 basepixels = Image_GenerateNoTexture();
2362 if (basepixels == NULL)
2366 // FIXME handle miplevel
2368 if (developer_loading.integer)
2369 Con_Printf("loading skin \"%s\"\n", name);
2371 // we've got some pixels to store, so really allocate this new texture now
2373 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2374 textureflags &= ~TEXF_FORCE_RELOAD;
2375 skinframe->stain = NULL;
2376 skinframe->merged = NULL;
2377 skinframe->base = NULL;
2378 skinframe->pants = NULL;
2379 skinframe->shirt = NULL;
2380 skinframe->nmap = NULL;
2381 skinframe->gloss = NULL;
2382 skinframe->glow = NULL;
2383 skinframe->fog = NULL;
2384 skinframe->reflect = NULL;
2385 skinframe->hasalpha = false;
2386 // we could store the q2animname here too
2390 skinframe->base = ddsbase;
2391 skinframe->hasalpha = ddshasalpha;
2392 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2393 if (r_loadfog && skinframe->hasalpha)
2394 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2395 //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]);
2399 basepixels_width = image_width;
2400 basepixels_height = image_height;
2401 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);
2402 if (textureflags & TEXF_ALPHA)
2404 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2406 if (basepixels[j] < 255)
2408 skinframe->hasalpha = true;
2412 if (r_loadfog && skinframe->hasalpha)
2414 // has transparent pixels
2415 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2416 for (j = 0;j < image_width * image_height * 4;j += 4)
2421 pixels[j+3] = basepixels[j+3];
2423 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2427 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2429 //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]);
2430 if (r_savedds && skinframe->base)
2431 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2432 if (r_savedds && skinframe->fog)
2433 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2439 mymiplevel = savemiplevel;
2440 if (r_loadnormalmap)
2441 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2442 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2444 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2445 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2446 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2447 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2450 // _norm is the name used by tenebrae and has been adopted as standard
2451 if (r_loadnormalmap && skinframe->nmap == NULL)
2453 mymiplevel = savemiplevel;
2454 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2456 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2460 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2462 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2463 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2464 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2466 Mem_Free(bumppixels);
2468 else if (r_shadow_bumpscale_basetexture.value > 0)
2470 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2471 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2472 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2476 if (r_savedds && skinframe->nmap)
2477 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2481 // _luma is supported only for tenebrae compatibility
2482 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2483 // _glow is the preferred name
2484 mymiplevel = savemiplevel;
2485 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2487 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2489 if (r_savedds && skinframe->glow)
2490 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2492 Mem_Free(pixels);pixels = NULL;
2495 mymiplevel = savemiplevel;
2496 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2498 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2500 if (r_savedds && skinframe->gloss)
2501 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2507 mymiplevel = savemiplevel;
2508 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2510 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2512 if (r_savedds && skinframe->pants)
2513 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2519 mymiplevel = savemiplevel;
2520 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2522 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2524 if (r_savedds && skinframe->shirt)
2525 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2531 mymiplevel = savemiplevel;
2532 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2534 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2536 if (r_savedds && skinframe->reflect)
2537 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2544 Mem_Free(basepixels);
2549 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2552 skinframe_t *skinframe;
2555 if (cls.state == ca_dedicated)
2558 // if already loaded just return it, otherwise make a new skinframe
2559 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2560 if (skinframe->base)
2562 textureflags &= ~TEXF_FORCE_RELOAD;
2564 skinframe->stain = NULL;
2565 skinframe->merged = NULL;
2566 skinframe->base = NULL;
2567 skinframe->pants = NULL;
2568 skinframe->shirt = NULL;
2569 skinframe->nmap = NULL;
2570 skinframe->gloss = NULL;
2571 skinframe->glow = NULL;
2572 skinframe->fog = NULL;
2573 skinframe->reflect = NULL;
2574 skinframe->hasalpha = false;
2576 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2580 if (developer_loading.integer)
2581 Con_Printf("loading 32bit skin \"%s\"\n", name);
2583 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2585 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2586 unsigned char *b = a + width * height * 4;
2587 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2588 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2591 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2592 if (textureflags & TEXF_ALPHA)
2594 for (i = 3;i < width * height * 4;i += 4)
2596 if (skindata[i] < 255)
2598 skinframe->hasalpha = true;
2602 if (r_loadfog && skinframe->hasalpha)
2604 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2605 memcpy(fogpixels, skindata, width * height * 4);
2606 for (i = 0;i < width * height * 4;i += 4)
2607 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2608 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2609 Mem_Free(fogpixels);
2613 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2614 //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]);
2619 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2623 skinframe_t *skinframe;
2625 if (cls.state == ca_dedicated)
2628 // if already loaded just return it, otherwise make a new skinframe
2629 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2630 if (skinframe->base)
2632 //textureflags &= ~TEXF_FORCE_RELOAD;
2634 skinframe->stain = NULL;
2635 skinframe->merged = NULL;
2636 skinframe->base = NULL;
2637 skinframe->pants = NULL;
2638 skinframe->shirt = NULL;
2639 skinframe->nmap = NULL;
2640 skinframe->gloss = NULL;
2641 skinframe->glow = NULL;
2642 skinframe->fog = NULL;
2643 skinframe->reflect = NULL;
2644 skinframe->hasalpha = false;
2646 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2650 if (developer_loading.integer)
2651 Con_Printf("loading quake skin \"%s\"\n", name);
2653 // 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)
2654 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2655 memcpy(skinframe->qpixels, skindata, width*height);
2656 skinframe->qwidth = width;
2657 skinframe->qheight = height;
2660 for (i = 0;i < width * height;i++)
2661 featuresmask |= palette_featureflags[skindata[i]];
2663 skinframe->hasalpha = false;
2666 skinframe->hasalpha = true;
2667 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2668 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2669 skinframe->qgeneratemerged = true;
2670 skinframe->qgeneratebase = skinframe->qhascolormapping;
2671 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2673 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2674 //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]);
2679 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2683 unsigned char *skindata;
2686 if (!skinframe->qpixels)
2689 if (!skinframe->qhascolormapping)
2690 colormapped = false;
2694 if (!skinframe->qgeneratebase)
2699 if (!skinframe->qgeneratemerged)
2703 width = skinframe->qwidth;
2704 height = skinframe->qheight;
2705 skindata = skinframe->qpixels;
2707 if (skinframe->qgeneratenmap)
2709 unsigned char *a, *b;
2710 skinframe->qgeneratenmap = false;
2711 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2712 b = a + width * height * 4;
2713 // use either a custom palette or the quake palette
2714 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2715 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2716 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2720 if (skinframe->qgenerateglow)
2722 skinframe->qgenerateglow = false;
2723 if (skinframe->hasalpha) // fence textures
2724 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2726 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2731 skinframe->qgeneratebase = false;
2732 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2733 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2734 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2738 skinframe->qgeneratemerged = false;
2739 if (skinframe->hasalpha) // fence textures
2740 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2742 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);
2745 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2747 Mem_Free(skinframe->qpixels);
2748 skinframe->qpixels = NULL;
2752 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)
2755 skinframe_t *skinframe;
2758 if (cls.state == ca_dedicated)
2761 // if already loaded just return it, otherwise make a new skinframe
2762 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2763 if (skinframe->base)
2765 textureflags &= ~TEXF_FORCE_RELOAD;
2767 skinframe->stain = NULL;
2768 skinframe->merged = NULL;
2769 skinframe->base = NULL;
2770 skinframe->pants = NULL;
2771 skinframe->shirt = NULL;
2772 skinframe->nmap = NULL;
2773 skinframe->gloss = NULL;
2774 skinframe->glow = NULL;
2775 skinframe->fog = NULL;
2776 skinframe->reflect = NULL;
2777 skinframe->hasalpha = false;
2779 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2783 if (developer_loading.integer)
2784 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2786 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2787 if ((textureflags & TEXF_ALPHA) && alphapalette)
2789 for (i = 0;i < width * height;i++)
2791 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2793 skinframe->hasalpha = true;
2797 if (r_loadfog && skinframe->hasalpha)
2798 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2801 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2802 //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]);
2807 skinframe_t *R_SkinFrame_LoadMissing(void)
2809 skinframe_t *skinframe;
2811 if (cls.state == ca_dedicated)
2814 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2815 skinframe->stain = NULL;
2816 skinframe->merged = NULL;
2817 skinframe->base = NULL;
2818 skinframe->pants = NULL;
2819 skinframe->shirt = NULL;
2820 skinframe->nmap = NULL;
2821 skinframe->gloss = NULL;
2822 skinframe->glow = NULL;
2823 skinframe->fog = NULL;
2824 skinframe->reflect = NULL;
2825 skinframe->hasalpha = false;
2827 skinframe->avgcolor[0] = rand() / RAND_MAX;
2828 skinframe->avgcolor[1] = rand() / RAND_MAX;
2829 skinframe->avgcolor[2] = rand() / RAND_MAX;
2830 skinframe->avgcolor[3] = 1;
2835 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2837 if (cls.state == ca_dedicated)
2840 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2843 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2845 skinframe_t *skinframe;
2846 if (cls.state == ca_dedicated)
2848 // if already loaded just return it, otherwise make a new skinframe
2849 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2850 if (skinframe->base)
2852 textureflags &= ~TEXF_FORCE_RELOAD;
2853 skinframe->stain = NULL;
2854 skinframe->merged = NULL;
2855 skinframe->base = NULL;
2856 skinframe->pants = NULL;
2857 skinframe->shirt = NULL;
2858 skinframe->nmap = NULL;
2859 skinframe->gloss = NULL;
2860 skinframe->glow = NULL;
2861 skinframe->fog = NULL;
2862 skinframe->reflect = NULL;
2863 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2864 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2867 if (developer_loading.integer)
2868 Con_Printf("loading 32bit skin \"%s\"\n", name);
2869 skinframe->base = skinframe->merged = tex;
2870 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2874 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2875 typedef struct suffixinfo_s
2878 qbool flipx, flipy, flipdiagonal;
2881 static suffixinfo_t suffix[3][6] =
2884 {"px", false, false, false},
2885 {"nx", false, false, false},
2886 {"py", false, false, false},
2887 {"ny", false, false, false},
2888 {"pz", false, false, false},
2889 {"nz", false, false, false}
2892 {"posx", false, false, false},
2893 {"negx", false, false, false},
2894 {"posy", false, false, false},
2895 {"negy", false, false, false},
2896 {"posz", false, false, false},
2897 {"negz", false, false, false}
2900 {"rt", true, false, true},
2901 {"lf", false, true, true},
2902 {"ft", true, true, false},
2903 {"bk", false, false, false},
2904 {"up", true, false, true},
2905 {"dn", true, false, true}
2909 static int componentorder[4] = {0, 1, 2, 3};
2911 static rtexture_t *R_LoadCubemap(const char *basename)
2913 int i, j, cubemapsize, forcefilter;
2914 unsigned char *cubemappixels, *image_buffer;
2915 rtexture_t *cubemaptexture;
2918 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2919 forcefilter = TEXF_FORCELINEAR;
2920 if (basename && basename[0] == '!')
2923 forcefilter = TEXF_FORCENEAREST;
2925 // must start 0 so the first loadimagepixels has no requested width/height
2927 cubemappixels = NULL;
2928 cubemaptexture = NULL;
2929 // keep trying different suffix groups (posx, px, rt) until one loads
2930 for (j = 0;j < 3 && !cubemappixels;j++)
2932 // load the 6 images in the suffix group
2933 for (i = 0;i < 6;i++)
2935 // generate an image name based on the base and and suffix
2936 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2938 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2940 // an image loaded, make sure width and height are equal
2941 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2943 // if this is the first image to load successfully, allocate the cubemap memory
2944 if (!cubemappixels && image_width >= 1)
2946 cubemapsize = image_width;
2947 // note this clears to black, so unavailable sides are black
2948 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2950 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2952 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);
2955 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2957 Mem_Free(image_buffer);
2961 // if a cubemap loaded, upload it
2964 if (developer_loading.integer)
2965 Con_Printf("loading cubemap \"%s\"\n", basename);
2967 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
2968 Mem_Free(cubemappixels);
2972 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2973 if (developer_loading.integer)
2975 Con_Printf("(tried tried images ");
2976 for (j = 0;j < 3;j++)
2977 for (i = 0;i < 6;i++)
2978 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2979 Con_Print(" and was unable to find any of them).\n");
2982 return cubemaptexture;
2985 rtexture_t *R_GetCubemap(const char *basename)
2988 for (i = 0;i < r_texture_numcubemaps;i++)
2989 if (r_texture_cubemaps[i] != NULL)
2990 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2991 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2992 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2993 return r_texture_whitecube;
2994 r_texture_numcubemaps++;
2995 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2996 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2997 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2998 return r_texture_cubemaps[i]->texture;
3001 static void R_Main_FreeViewCache(void)
3003 if (r_refdef.viewcache.entityvisible)
3004 Mem_Free(r_refdef.viewcache.entityvisible);
3005 if (r_refdef.viewcache.world_pvsbits)
3006 Mem_Free(r_refdef.viewcache.world_pvsbits);
3007 if (r_refdef.viewcache.world_leafvisible)
3008 Mem_Free(r_refdef.viewcache.world_leafvisible);
3009 if (r_refdef.viewcache.world_surfacevisible)
3010 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3011 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3014 static void R_Main_ResizeViewCache(void)
3016 int numentities = r_refdef.scene.numentities;
3017 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3018 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3019 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3020 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3021 if (r_refdef.viewcache.maxentities < numentities)
3023 r_refdef.viewcache.maxentities = numentities;
3024 if (r_refdef.viewcache.entityvisible)
3025 Mem_Free(r_refdef.viewcache.entityvisible);
3026 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3028 if (r_refdef.viewcache.world_numclusters != numclusters)
3030 r_refdef.viewcache.world_numclusters = numclusters;
3031 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3032 if (r_refdef.viewcache.world_pvsbits)
3033 Mem_Free(r_refdef.viewcache.world_pvsbits);
3034 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3036 if (r_refdef.viewcache.world_numleafs != numleafs)
3038 r_refdef.viewcache.world_numleafs = numleafs;
3039 if (r_refdef.viewcache.world_leafvisible)
3040 Mem_Free(r_refdef.viewcache.world_leafvisible);
3041 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3043 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3045 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3046 if (r_refdef.viewcache.world_surfacevisible)
3047 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3048 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3052 extern rtexture_t *loadingscreentexture;
3053 static void gl_main_start(void)
3055 loadingscreentexture = NULL;
3056 r_texture_blanknormalmap = NULL;
3057 r_texture_white = NULL;
3058 r_texture_grey128 = NULL;
3059 r_texture_black = NULL;
3060 r_texture_whitecube = NULL;
3061 r_texture_normalizationcube = NULL;
3062 r_texture_fogattenuation = NULL;
3063 r_texture_fogheighttexture = NULL;
3064 r_texture_gammaramps = NULL;
3065 r_texture_numcubemaps = 0;
3066 r_uniformbufferalignment = 32;
3068 r_loaddds = r_texture_dds_load.integer != 0;
3069 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3071 switch(vid.renderpath)
3073 case RENDERPATH_GL32:
3074 case RENDERPATH_GLES2:
3075 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3076 Cvar_SetValueQuick(&gl_combine, 1);
3077 Cvar_SetValueQuick(&r_glsl, 1);
3078 r_loadnormalmap = true;
3081 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3082 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3088 R_FrameData_Reset();
3089 R_BufferData_Reset();
3093 memset(r_queries, 0, sizeof(r_queries));
3095 r_qwskincache = NULL;
3096 r_qwskincache_size = 0;
3098 // due to caching of texture_t references, the collision cache must be reset
3099 Collision_Cache_Reset(true);
3101 // set up r_skinframe loading system for textures
3102 memset(&r_skinframe, 0, sizeof(r_skinframe));
3103 r_skinframe.loadsequence = 1;
3104 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3106 r_main_texturepool = R_AllocTexturePool();
3107 R_BuildBlankTextures();
3111 R_BuildNormalizationCube();
3113 r_texture_fogattenuation = NULL;
3114 r_texture_fogheighttexture = NULL;
3115 r_texture_gammaramps = NULL;
3116 //r_texture_fogintensity = NULL;
3117 memset(&r_fb, 0, sizeof(r_fb));
3118 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3119 r_glsl_permutation = NULL;
3120 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3121 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3122 memset(&r_svbsp, 0, sizeof (r_svbsp));
3124 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3125 r_texture_numcubemaps = 0;
3127 r_refdef.fogmasktable_density = 0;
3130 // For Steelstorm Android
3131 // FIXME CACHE the program and reload
3132 // FIXME see possible combinations for SS:BR android
3133 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3134 R_SetupShader_SetPermutationGLSL(0, 12);
3135 R_SetupShader_SetPermutationGLSL(0, 13);
3136 R_SetupShader_SetPermutationGLSL(0, 8388621);
3137 R_SetupShader_SetPermutationGLSL(3, 0);
3138 R_SetupShader_SetPermutationGLSL(3, 2048);
3139 R_SetupShader_SetPermutationGLSL(5, 0);
3140 R_SetupShader_SetPermutationGLSL(5, 2);
3141 R_SetupShader_SetPermutationGLSL(5, 2048);
3142 R_SetupShader_SetPermutationGLSL(5, 8388608);
3143 R_SetupShader_SetPermutationGLSL(11, 1);
3144 R_SetupShader_SetPermutationGLSL(11, 2049);
3145 R_SetupShader_SetPermutationGLSL(11, 8193);
3146 R_SetupShader_SetPermutationGLSL(11, 10241);
3147 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3151 extern unsigned int r_shadow_occlusion_buf;
3153 static void gl_main_shutdown(void)
3155 R_RenderTarget_FreeUnused(true);
3156 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3158 R_FrameData_Reset();
3159 R_BufferData_Reset();
3161 R_Main_FreeViewCache();
3163 switch(vid.renderpath)
3165 case RENDERPATH_GL32:
3166 case RENDERPATH_GLES2:
3167 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3169 qglDeleteQueries(r_maxqueries, r_queries);
3173 r_shadow_occlusion_buf = 0;
3176 memset(r_queries, 0, sizeof(r_queries));
3178 r_qwskincache = NULL;
3179 r_qwskincache_size = 0;
3181 // clear out the r_skinframe state
3182 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3183 memset(&r_skinframe, 0, sizeof(r_skinframe));
3186 Mem_Free(r_svbsp.nodes);
3187 memset(&r_svbsp, 0, sizeof (r_svbsp));
3188 R_FreeTexturePool(&r_main_texturepool);
3189 loadingscreentexture = NULL;
3190 r_texture_blanknormalmap = NULL;
3191 r_texture_white = NULL;
3192 r_texture_grey128 = NULL;
3193 r_texture_black = NULL;
3194 r_texture_whitecube = NULL;
3195 r_texture_normalizationcube = NULL;
3196 r_texture_fogattenuation = NULL;
3197 r_texture_fogheighttexture = NULL;
3198 r_texture_gammaramps = NULL;
3199 r_texture_numcubemaps = 0;
3200 //r_texture_fogintensity = NULL;
3201 memset(&r_fb, 0, sizeof(r_fb));
3202 R_GLSL_Restart_f(cmd_local);
3204 r_glsl_permutation = NULL;
3205 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3206 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3209 static void gl_main_newmap(void)
3211 // FIXME: move this code to client
3212 char *entities, entname[MAX_QPATH];
3214 Mem_Free(r_qwskincache);
3215 r_qwskincache = NULL;
3216 r_qwskincache_size = 0;
3219 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3220 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3222 CL_ParseEntityLump(entities);
3226 if (cl.worldmodel->brush.entities)
3227 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3229 R_Main_FreeViewCache();
3231 R_FrameData_Reset();
3232 R_BufferData_Reset();
3235 void GL_Main_Init(void)
3238 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3239 R_InitShaderModeInfo();
3241 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3242 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3243 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3244 if (gamemode == GAME_NEHAHRA)
3246 Cvar_RegisterVariable (&gl_fogenable);
3247 Cvar_RegisterVariable (&gl_fogdensity);
3248 Cvar_RegisterVariable (&gl_fogred);
3249 Cvar_RegisterVariable (&gl_foggreen);
3250 Cvar_RegisterVariable (&gl_fogblue);
3251 Cvar_RegisterVariable (&gl_fogstart);
3252 Cvar_RegisterVariable (&gl_fogend);
3253 Cvar_RegisterVariable (&gl_skyclip);
3255 Cvar_RegisterVariable(&r_motionblur);
3256 Cvar_RegisterVariable(&r_damageblur);
3257 Cvar_RegisterVariable(&r_motionblur_averaging);
3258 Cvar_RegisterVariable(&r_motionblur_randomize);
3259 Cvar_RegisterVariable(&r_motionblur_minblur);
3260 Cvar_RegisterVariable(&r_motionblur_maxblur);
3261 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3262 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3263 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3264 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3265 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3266 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3267 Cvar_RegisterVariable(&r_depthfirst);
3268 Cvar_RegisterVariable(&r_useinfinitefarclip);
3269 Cvar_RegisterVariable(&r_farclip_base);
3270 Cvar_RegisterVariable(&r_farclip_world);
3271 Cvar_RegisterVariable(&r_nearclip);
3272 Cvar_RegisterVariable(&r_deformvertexes);
3273 Cvar_RegisterVariable(&r_transparent);
3274 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3275 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3276 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3277 Cvar_RegisterVariable(&r_showoverdraw);
3278 Cvar_RegisterVariable(&r_showbboxes);
3279 Cvar_RegisterVariable(&r_showbboxes_client);
3280 Cvar_RegisterVariable(&r_showsurfaces);
3281 Cvar_RegisterVariable(&r_showtris);
3282 Cvar_RegisterVariable(&r_shownormals);
3283 Cvar_RegisterVariable(&r_showlighting);
3284 Cvar_RegisterVariable(&r_showcollisionbrushes);
3285 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3286 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3287 Cvar_RegisterVariable(&r_showdisabledepthtest);
3288 Cvar_RegisterVariable(&r_showspriteedges);
3289 Cvar_RegisterVariable(&r_showparticleedges);
3290 Cvar_RegisterVariable(&r_drawportals);
3291 Cvar_RegisterVariable(&r_drawentities);
3292 Cvar_RegisterVariable(&r_draw2d);
3293 Cvar_RegisterVariable(&r_drawworld);
3294 Cvar_RegisterVariable(&r_cullentities_trace);
3295 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3296 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3297 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3298 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3299 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3300 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3301 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3302 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3303 Cvar_RegisterVariable(&r_sortentities);
3304 Cvar_RegisterVariable(&r_drawviewmodel);
3305 Cvar_RegisterVariable(&r_drawexteriormodel);
3306 Cvar_RegisterVariable(&r_speeds);
3307 Cvar_RegisterVariable(&r_fullbrights);
3308 Cvar_RegisterVariable(&r_wateralpha);
3309 Cvar_RegisterVariable(&r_dynamic);
3310 Cvar_RegisterVariable(&r_fullbright_directed);
3311 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3312 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3313 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3314 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3315 Cvar_RegisterVariable(&r_fullbright);
3316 Cvar_RegisterVariable(&r_shadows);
3317 Cvar_RegisterVariable(&r_shadows_darken);
3318 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3319 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3320 Cvar_RegisterVariable(&r_shadows_throwdistance);
3321 Cvar_RegisterVariable(&r_shadows_throwdirection);
3322 Cvar_RegisterVariable(&r_shadows_focus);
3323 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3324 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3325 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3326 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3327 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3328 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3329 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3330 Cvar_RegisterVariable(&r_fog_exp2);
3331 Cvar_RegisterVariable(&r_fog_clear);
3332 Cvar_RegisterVariable(&r_drawfog);
3333 Cvar_RegisterVariable(&r_transparentdepthmasking);
3334 Cvar_RegisterVariable(&r_transparent_sortmindist);
3335 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3336 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3337 Cvar_RegisterVariable(&r_texture_dds_load);
3338 Cvar_RegisterVariable(&r_texture_dds_save);
3339 Cvar_RegisterVariable(&r_textureunits);
3340 Cvar_RegisterVariable(&gl_combine);
3341 Cvar_RegisterVariable(&r_usedepthtextures);
3342 Cvar_RegisterVariable(&r_viewfbo);
3343 Cvar_RegisterVariable(&r_rendertarget_debug);
3344 Cvar_RegisterVariable(&r_viewscale);
3345 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3346 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3347 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3348 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3349 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3350 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3351 Cvar_RegisterVariable(&r_glsl);
3352 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3353 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3354 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3355 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3356 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3357 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3358 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3359 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3360 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3361 Cvar_RegisterVariable(&r_glsl_postprocess);
3362 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3363 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3364 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3365 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3366 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3367 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3368 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3369 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3370 Cvar_RegisterVariable(&r_celshading);
3371 Cvar_RegisterVariable(&r_celoutlines);
3372 Cvar_RegisterVariable(&r_fxaa);
3374 Cvar_RegisterVariable(&r_water);
3375 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3376 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3377 Cvar_RegisterVariable(&r_water_clippingplanebias);
3378 Cvar_RegisterVariable(&r_water_refractdistort);
3379 Cvar_RegisterVariable(&r_water_reflectdistort);
3380 Cvar_RegisterVariable(&r_water_scissormode);
3381 Cvar_RegisterVariable(&r_water_lowquality);
3382 Cvar_RegisterVariable(&r_water_hideplayer);
3384 Cvar_RegisterVariable(&r_lerpsprites);
3385 Cvar_RegisterVariable(&r_lerpmodels);
3386 Cvar_RegisterVariable(&r_nolerp_list);
3387 Cvar_RegisterVariable(&r_lerplightstyles);
3388 Cvar_RegisterVariable(&r_waterscroll);
3389 Cvar_RegisterVariable(&r_bloom);
3390 Cvar_RegisterVariable(&r_colorfringe);
3391 Cvar_RegisterVariable(&r_bloom_colorscale);
3392 Cvar_RegisterVariable(&r_bloom_brighten);
3393 Cvar_RegisterVariable(&r_bloom_blur);
3394 Cvar_RegisterVariable(&r_bloom_resolution);
3395 Cvar_RegisterVariable(&r_bloom_colorexponent);
3396 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3397 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3398 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3399 Cvar_RegisterVariable(&r_hdr_glowintensity);
3400 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3401 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3402 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3403 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3404 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3405 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3406 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3407 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3408 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3409 Cvar_RegisterVariable(&developer_texturelogging);
3410 Cvar_RegisterVariable(&gl_lightmaps);
3411 Cvar_RegisterVariable(&r_test);
3412 Cvar_RegisterVariable(&r_batch_multidraw);
3413 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3414 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3415 Cvar_RegisterVariable(&r_glsl_skeletal);
3416 Cvar_RegisterVariable(&r_glsl_saturation);
3417 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3418 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3419 Cvar_RegisterVariable(&r_framedatasize);
3420 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3421 Cvar_RegisterVariable(&r_buffermegs[i]);
3422 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3423 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
3424 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
3425 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
3426 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3427 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3428 #ifdef DP_MOBILETOUCH
3429 // GLES devices have terrible depth precision in general, so...
3430 Cvar_SetValueQuick(&r_nearclip, 4);
3431 Cvar_SetValueQuick(&r_farclip_base, 4096);
3432 Cvar_SetValueQuick(&r_farclip_world, 0);
3433 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3435 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3438 void Render_Init(void)
3451 R_LightningBeams_Init();
3452 CL_MeshEntities_Init();
3456 static void R_GetCornerOfBox(vec3_t out, const vec3_t mins, const vec3_t maxs, int signbits)
3458 out[0] = ((signbits & 1) ? mins : maxs)[0];
3459 out[1] = ((signbits & 2) ? mins : maxs)[1];
3460 out[2] = ((signbits & 4) ? mins : maxs)[2];
3463 static qbool _R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes, int ignore)
3468 if (r_trippy.integer)
3470 for (i = 0;i < numplanes;i++)
3475 R_GetCornerOfBox(corner, mins, maxs, p->signbits);
3476 if (DotProduct(p->normal, corner) < p->dist)
3482 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
3484 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3485 return _R_CullBox(mins, maxs, r_refdef.view.numfrustumplanes, r_refdef.view.frustum, 4);
3488 qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3490 // nothing to ignore
3491 return _R_CullBox(mins, maxs, numplanes, planes, -1);
3494 //==================================================================================
3496 // LadyHavoc: this stores temporary data used within the same frame
3498 typedef struct r_framedata_mem_s
3500 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3501 size_t size; // how much usable space
3502 size_t current; // how much space in use
3503 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3504 size_t wantedsize; // how much space was allocated
3505 unsigned char *data; // start of real data (16byte aligned)
3509 static r_framedata_mem_t *r_framedata_mem;
3511 void R_FrameData_Reset(void)
3513 while (r_framedata_mem)
3515 r_framedata_mem_t *next = r_framedata_mem->purge;
3516 Mem_Free(r_framedata_mem);
3517 r_framedata_mem = next;
3521 static void R_FrameData_Resize(qbool mustgrow)
3524 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3525 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3526 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3528 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3529 newmem->wantedsize = wantedsize;
3530 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3531 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3532 newmem->current = 0;
3534 newmem->purge = r_framedata_mem;
3535 r_framedata_mem = newmem;
3539 void R_FrameData_NewFrame(void)
3541 R_FrameData_Resize(false);
3542 if (!r_framedata_mem)
3544 // if we ran out of space on the last frame, free the old memory now
3545 while (r_framedata_mem->purge)
3547 // repeatedly remove the second item in the list, leaving only head
3548 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3549 Mem_Free(r_framedata_mem->purge);
3550 r_framedata_mem->purge = next;
3552 // reset the current mem pointer
3553 r_framedata_mem->current = 0;
3554 r_framedata_mem->mark = 0;
3557 void *R_FrameData_Alloc(size_t size)
3562 // align to 16 byte boundary - the data pointer is already aligned, so we
3563 // only need to ensure the size of every allocation is also aligned
3564 size = (size + 15) & ~15;
3566 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3568 // emergency - we ran out of space, allocate more memory
3569 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3570 newvalue = r_framedatasize.value * 2.0f;
3571 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3572 if (sizeof(size_t) >= 8)
3573 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3575 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3576 // this might not be a growing it, but we'll allocate another buffer every time
3577 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3578 R_FrameData_Resize(true);
3581 data = r_framedata_mem->data + r_framedata_mem->current;
3582 r_framedata_mem->current += size;
3584 // count the usage for stats
3585 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3586 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3588 return (void *)data;
3591 void *R_FrameData_Store(size_t size, void *data)
3593 void *d = R_FrameData_Alloc(size);
3595 memcpy(d, data, size);
3599 void R_FrameData_SetMark(void)
3601 if (!r_framedata_mem)
3603 r_framedata_mem->mark = r_framedata_mem->current;
3606 void R_FrameData_ReturnToMark(void)
3608 if (!r_framedata_mem)
3610 r_framedata_mem->current = r_framedata_mem->mark;
3613 //==================================================================================
3615 // avoid reusing the same buffer objects on consecutive frames
3616 #define R_BUFFERDATA_CYCLE 3
3618 typedef struct r_bufferdata_buffer_s
3620 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3621 size_t size; // how much usable space
3622 size_t current; // how much space in use
3623 r_meshbuffer_t *buffer; // the buffer itself
3625 r_bufferdata_buffer_t;
3627 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3628 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3630 /// frees all dynamic buffers
3631 void R_BufferData_Reset(void)
3634 r_bufferdata_buffer_t **p, *mem;
3635 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3637 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3640 p = &r_bufferdata_buffer[cycle][type];
3646 R_Mesh_DestroyMeshBuffer(mem->buffer);
3653 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3654 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3656 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3658 float newvalue = r_buffermegs[type].value;
3660 // increase the cvar if we have to (but only if we already have a mem)
3661 if (mustgrow && mem)
3663 newvalue = bound(0.25f, newvalue, 256.0f);
3664 while (newvalue * 1024*1024 < minsize)
3667 // clamp the cvar to valid range
3668 newvalue = bound(0.25f, newvalue, 256.0f);
3669 if (r_buffermegs[type].value != newvalue)
3670 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3672 // calculate size in bytes
3673 size = (size_t)(newvalue * 1024*1024);
3674 size = bound(131072, size, 256*1024*1024);
3676 // allocate a new buffer if the size is different (purge old one later)
3677 // or if we were told we must grow the buffer
3678 if (!mem || mem->size != size || mustgrow)
3680 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3683 if (type == R_BUFFERDATA_VERTEX)
3684 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3685 else if (type == R_BUFFERDATA_INDEX16)
3686 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3687 else if (type == R_BUFFERDATA_INDEX32)
3688 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3689 else if (type == R_BUFFERDATA_UNIFORM)
3690 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3691 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3692 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3696 void R_BufferData_NewFrame(void)
3699 r_bufferdata_buffer_t **p, *mem;
3700 // cycle to the next frame's buffers
3701 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3702 // if we ran out of space on the last time we used these buffers, free the old memory now
3703 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3705 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3707 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3708 // free all but the head buffer, this is how we recycle obsolete
3709 // buffers after they are no longer in use
3710 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3716 R_Mesh_DestroyMeshBuffer(mem->buffer);
3719 // reset the current offset
3720 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3725 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3727 r_bufferdata_buffer_t *mem;
3731 *returnbufferoffset = 0;
3733 // align size to a byte boundary appropriate for the buffer type, this
3734 // makes all allocations have aligned start offsets
3735 if (type == R_BUFFERDATA_UNIFORM)
3736 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3738 padsize = (datasize + 15) & ~15;
3740 // if we ran out of space in this buffer we must allocate a new one
3741 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3742 R_BufferData_Resize(type, true, padsize);
3744 // if the resize did not give us enough memory, fail
3745 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3746 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3748 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3749 offset = (int)mem->current;
3750 mem->current += padsize;
3752 // upload the data to the buffer at the chosen offset
3754 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3755 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3757 // count the usage for stats
3758 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3759 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3761 // return the buffer offset
3762 *returnbufferoffset = offset;
3767 //==================================================================================
3769 // LadyHavoc: animcache originally written by Echon, rewritten since then
3772 * Animation cache prevents re-generating mesh data for an animated model
3773 * multiple times in one frame for lighting, shadowing, reflections, etc.
3776 void R_AnimCache_Free(void)
3780 void R_AnimCache_ClearCache(void)
3783 entity_render_t *ent;
3785 for (i = 0;i < r_refdef.scene.numentities;i++)
3787 ent = r_refdef.scene.entities[i];
3788 ent->animcache_vertex3f = NULL;
3789 ent->animcache_vertex3f_vertexbuffer = NULL;
3790 ent->animcache_vertex3f_bufferoffset = 0;
3791 ent->animcache_normal3f = NULL;
3792 ent->animcache_normal3f_vertexbuffer = NULL;
3793 ent->animcache_normal3f_bufferoffset = 0;
3794 ent->animcache_svector3f = NULL;
3795 ent->animcache_svector3f_vertexbuffer = NULL;
3796 ent->animcache_svector3f_bufferoffset = 0;
3797 ent->animcache_tvector3f = NULL;
3798 ent->animcache_tvector3f_vertexbuffer = NULL;
3799 ent->animcache_tvector3f_bufferoffset = 0;
3800 ent->animcache_skeletaltransform3x4 = NULL;
3801 ent->animcache_skeletaltransform3x4buffer = NULL;
3802 ent->animcache_skeletaltransform3x4offset = 0;
3803 ent->animcache_skeletaltransform3x4size = 0;
3807 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3809 model_t *model = ent->model;
3812 // see if this ent is worth caching
3813 if (!model || !model->Draw || !model->AnimateVertices)
3815 // nothing to cache if it contains no animations and has no skeleton
3816 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3818 // see if it is already cached for gpuskeletal
3819 if (ent->animcache_skeletaltransform3x4)
3821 // see if it is already cached as a mesh
3822 if (ent->animcache_vertex3f)
3824 // check if we need to add normals or tangents
3825 if (ent->animcache_normal3f)
3826 wantnormals = false;
3827 if (ent->animcache_svector3f)
3828 wanttangents = false;
3829 if (!wantnormals && !wanttangents)
3833 // check which kind of cache we need to generate
3834 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3836 // cache the skeleton so the vertex shader can use it
3837 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3838 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3839 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3840 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3841 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3842 // note: this can fail if the buffer is at the grow limit
3843 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3844 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3846 else if (ent->animcache_vertex3f)
3848 // mesh was already cached but we may need to add normals/tangents
3849 // (this only happens with multiple views, reflections, cameras, etc)
3850 if (wantnormals || wanttangents)
3852 numvertices = model->surfmesh.num_vertices;
3854 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3857 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3858 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3860 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3861 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3862 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3863 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3868 // generate mesh cache
3869 numvertices = model->surfmesh.num_vertices;
3870 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3872 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3875 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3876 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3878 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3879 if (wantnormals || wanttangents)
3881 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3882 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3883 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3885 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3886 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3887 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3892 void R_AnimCache_CacheVisibleEntities(void)
3896 // TODO: thread this
3897 // NOTE: R_PrepareRTLights() also caches entities
3899 for (i = 0;i < r_refdef.scene.numentities;i++)
3900 if (r_refdef.viewcache.entityvisible[i])
3901 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3904 //==================================================================================
3906 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3908 long unsigned int i;
3910 vec3_t eyemins, eyemaxs;
3911 vec3_t boxmins, boxmaxs;
3912 vec3_t padmins, padmaxs;
3915 model_t *model = r_refdef.scene.worldmodel;
3916 static vec3_t positions[] = {
3917 { 0.5f, 0.5f, 0.5f },
3918 { 0.0f, 0.0f, 0.0f },
3919 { 0.0f, 0.0f, 1.0f },
3920 { 0.0f, 1.0f, 0.0f },
3921 { 0.0f, 1.0f, 1.0f },
3922 { 1.0f, 0.0f, 0.0f },
3923 { 1.0f, 0.0f, 1.0f },
3924 { 1.0f, 1.0f, 0.0f },
3925 { 1.0f, 1.0f, 1.0f },
3928 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3932 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3933 if (!r_refdef.view.usevieworiginculling)
3936 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3939 // expand the eye box a little
3940 eyemins[0] = eye[0] - eyejitter;
3941 eyemaxs[0] = eye[0] + eyejitter;
3942 eyemins[1] = eye[1] - eyejitter;
3943 eyemaxs[1] = eye[1] + eyejitter;
3944 eyemins[2] = eye[2] - eyejitter;
3945 eyemaxs[2] = eye[2] + eyejitter;
3946 // expand the box a little
3947 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3948 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3949 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3950 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3951 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3952 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3953 // make an even larger box for the acceptable area
3954 padmins[0] = boxmins[0] - pad;
3955 padmaxs[0] = boxmaxs[0] + pad;
3956 padmins[1] = boxmins[1] - pad;
3957 padmaxs[1] = boxmaxs[1] + pad;
3958 padmins[2] = boxmins[2] - pad;
3959 padmaxs[2] = boxmaxs[2] + pad;
3961 // return true if eye overlaps enlarged box
3962 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3965 VectorCopy(eye, start);
3966 // try specific positions in the box first - note that these can be cached
3967 if (r_cullentities_trace_entityocclusion.integer)
3969 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3972 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3973 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3974 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3975 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3976 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3977 // not picky - if the trace ended anywhere in the box we're good
3978 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3985 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3986 if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3990 // try various random positions
3991 for (j = 0; j < numsamples; j++)
3993 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3994 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3995 if (r_cullentities_trace_entityocclusion.integer)
3997 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3998 // not picky - if the trace ended anywhere in the box we're good
3999 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4002 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4010 static void R_View_UpdateEntityVisible (void)
4015 entity_render_t *ent;
4017 if (r_refdef.envmap || r_fb.water.hideplayer)
4018 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4019 else if (chase_active.integer || r_fb.water.renderingscene)
4020 renderimask = RENDER_VIEWMODEL;
4022 renderimask = RENDER_EXTERIORMODEL;
4023 if (!r_drawviewmodel.integer)
4024 renderimask |= RENDER_VIEWMODEL;
4025 if (!r_drawexteriormodel.integer)
4026 renderimask |= RENDER_EXTERIORMODEL;
4027 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4028 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4030 // worldmodel can check visibility
4031 for (i = 0;i < r_refdef.scene.numentities;i++)
4033 ent = r_refdef.scene.entities[i];
4034 if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
4036 r_refdef.viewcache.entityvisible[i] = false;
4039 if (!(ent->flags & renderimask))
4040 if (!R_CullFrustum(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)))
4041 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))
4042 r_refdef.viewcache.entityvisible[i] = true;
4047 // no worldmodel or it can't check visibility
4048 for (i = 0;i < r_refdef.scene.numentities;i++)
4050 ent = r_refdef.scene.entities[i];
4051 if (!(ent->flags & renderimask))
4052 if (!R_CullFrustum(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)))
4053 r_refdef.viewcache.entityvisible[i] = true;
4056 if (r_cullentities_trace.integer)
4058 for (i = 0;i < r_refdef.scene.numentities;i++)
4060 if (!r_refdef.viewcache.entityvisible[i])
4062 ent = r_refdef.scene.entities[i];
4063 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4065 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4066 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4067 ent->last_trace_visibility = host.realtime;
4068 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4069 r_refdef.viewcache.entityvisible[i] = 0;
4075 /// only used if skyrendermasked, and normally returns false
4076 static int R_DrawBrushModelsSky (void)
4079 entity_render_t *ent;
4082 for (i = 0;i < r_refdef.scene.numentities;i++)
4084 if (!r_refdef.viewcache.entityvisible[i])
4086 ent = r_refdef.scene.entities[i];
4087 if (!ent->model || !ent->model->DrawSky)
4089 ent->model->DrawSky(ent);
4095 static void R_DrawNoModel(entity_render_t *ent);
4096 static void R_DrawModels(void)
4099 entity_render_t *ent;
4101 for (i = 0;i < r_refdef.scene.numentities;i++)
4103 if (!r_refdef.viewcache.entityvisible[i])
4105 ent = r_refdef.scene.entities[i];
4106 r_refdef.stats[r_stat_entities]++;
4108 if (ent->model && ent->model->Draw != NULL)
4109 ent->model->Draw(ent);
4115 static void R_DrawModelsDepth(void)
4118 entity_render_t *ent;
4120 for (i = 0;i < r_refdef.scene.numentities;i++)
4122 if (!r_refdef.viewcache.entityvisible[i])
4124 ent = r_refdef.scene.entities[i];
4125 if (ent->model && ent->model->DrawDepth != NULL)
4126 ent->model->DrawDepth(ent);
4130 static void R_DrawModelsDebug(void)
4133 entity_render_t *ent;
4135 for (i = 0;i < r_refdef.scene.numentities;i++)
4137 if (!r_refdef.viewcache.entityvisible[i])
4139 ent = r_refdef.scene.entities[i];
4140 if (ent->model && ent->model->DrawDebug != NULL)
4141 ent->model->DrawDebug(ent);
4145 static void R_DrawModelsAddWaterPlanes(void)
4148 entity_render_t *ent;
4150 for (i = 0;i < r_refdef.scene.numentities;i++)
4152 if (!r_refdef.viewcache.entityvisible[i])
4154 ent = r_refdef.scene.entities[i];
4155 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4156 ent->model->DrawAddWaterPlanes(ent);
4160 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4162 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4164 if (r_hdr_irisadaptation.integer)
4169 vec3_t diffusenormal;
4171 vec_t brightness = 0.0f;
4176 VectorCopy(r_refdef.view.forward, forward);
4177 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4179 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4180 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4181 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4182 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4183 d = DotProduct(forward, diffusenormal);
4184 brightness += VectorLength(ambient);
4186 brightness += d * VectorLength(diffuse);
4188 brightness *= 1.0f / c;
4189 brightness += 0.00001f; // make sure it's never zero
4190 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4191 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4192 current = r_hdr_irisadaptation_value.value;
4194 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4195 else if (current > goal)
4196 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4197 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4198 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4200 else if (r_hdr_irisadaptation_value.value != 1.0f)
4201 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4204 extern cvar_t r_lockvisibility;
4205 extern cvar_t r_lockpvs;
4207 static void R_View_SetFrustum(const int *scissor)
4210 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4211 vec3_t forward, left, up, origin, v;
4212 if(r_lockvisibility.integer)
4216 // flipped x coordinates (because x points left here)
4217 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4218 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4219 // non-flipped y coordinates
4220 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4221 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4224 // we can't trust r_refdef.view.forward and friends in reflected scenes
4225 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4228 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4229 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4230 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4231 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4232 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4233 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4234 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4235 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4236 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4237 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4238 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4239 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4243 zNear = r_refdef.nearclip;
4244 nudge = 1.0 - 1.0 / (1<<23);
4245 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4246 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4247 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4248 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4249 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4250 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4251 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4252 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4258 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4259 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4260 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4261 r_refdef.view.frustum[0].dist = m[15] - m[12];
4263 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4264 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4265 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4266 r_refdef.view.frustum[1].dist = m[15] + m[12];
4268 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4269 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4270 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4271 r_refdef.view.frustum[2].dist = m[15] - m[13];
4273 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4274 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4275 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4276 r_refdef.view.frustum[3].dist = m[15] + m[13];
4278 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4279 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4280 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4281 r_refdef.view.frustum[4].dist = m[15] - m[14];
4283 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4284 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4285 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4286 r_refdef.view.frustum[5].dist = m[15] + m[14];
4289 if (r_refdef.view.useperspective)
4291 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4292 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]);
4293 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]);
4294 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]);
4295 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]);
4297 // then the normals from the corners relative to origin
4298 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4299 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4300 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4301 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4303 // in a NORMAL view, forward cross left == up
4304 // in a REFLECTED view, forward cross left == down
4305 // so our cross products above need to be adjusted for a left handed coordinate system
4306 CrossProduct(forward, left, v);
4307 if(DotProduct(v, up) < 0)
4309 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4310 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4311 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4312 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4315 // Leaving those out was a mistake, those were in the old code, and they
4316 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4317 // I couldn't reproduce it after adding those normalizations. --blub
4318 VectorNormalize(r_refdef.view.frustum[0].normal);
4319 VectorNormalize(r_refdef.view.frustum[1].normal);
4320 VectorNormalize(r_refdef.view.frustum[2].normal);
4321 VectorNormalize(r_refdef.view.frustum[3].normal);
4323 // make the corners absolute
4324 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4325 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4326 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4327 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4330 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4332 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4333 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4334 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4335 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4336 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4340 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4341 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4342 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4343 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4344 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4345 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4346 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4347 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4348 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4349 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4351 r_refdef.view.numfrustumplanes = 5;
4353 if (r_refdef.view.useclipplane)
4355 r_refdef.view.numfrustumplanes = 6;
4356 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4359 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4360 PlaneClassify(r_refdef.view.frustum + i);
4362 // LadyHavoc: note to all quake engine coders, Quake had a special case
4363 // for 90 degrees which assumed a square view (wrong), so I removed it,
4364 // Quake2 has it disabled as well.
4366 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4367 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4368 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4369 //PlaneClassify(&frustum[0]);
4371 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4372 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4373 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4374 //PlaneClassify(&frustum[1]);
4376 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4377 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4378 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4379 //PlaneClassify(&frustum[2]);
4381 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4382 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4383 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4384 //PlaneClassify(&frustum[3]);
4387 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4388 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4389 //PlaneClassify(&frustum[4]);
4392 static void R_View_UpdateWithScissor(const int *myscissor)
4394 R_Main_ResizeViewCache();
4395 R_View_SetFrustum(myscissor);
4396 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4397 R_View_UpdateEntityVisible();
4400 static void R_View_Update(void)
4402 R_Main_ResizeViewCache();
4403 R_View_SetFrustum(NULL);
4404 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4405 R_View_UpdateEntityVisible();
4408 float viewscalefpsadjusted = 1.0f;
4410 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4412 const float *customclipplane = NULL;
4414 int /*rtwidth,*/ rtheight;
4415 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4417 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4418 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4419 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4420 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4421 dist = r_refdef.view.clipplane.dist;
4422 plane[0] = r_refdef.view.clipplane.normal[0];
4423 plane[1] = r_refdef.view.clipplane.normal[1];
4424 plane[2] = r_refdef.view.clipplane.normal[2];
4426 customclipplane = plane;
4429 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4430 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4432 if (!r_refdef.view.useperspective)
4433 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4434 else if (vid.stencil && r_useinfinitefarclip.integer)
4435 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4437 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4438 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4439 R_SetViewport(&r_refdef.view.viewport);
4442 void R_EntityMatrix(const matrix4x4_t *matrix)
4444 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4446 gl_modelmatrixchanged = false;
4447 gl_modelmatrix = *matrix;
4448 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4449 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4450 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4451 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4453 switch(vid.renderpath)
4455 case RENDERPATH_GL32:
4456 case RENDERPATH_GLES2:
4457 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4458 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4464 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4466 r_viewport_t viewport;
4470 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4471 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4472 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4473 R_SetViewport(&viewport);
4474 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4475 GL_Color(1, 1, 1, 1);
4476 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4477 GL_BlendFunc(GL_ONE, GL_ZERO);
4478 GL_ScissorTest(false);
4479 GL_DepthMask(false);
4480 GL_DepthRange(0, 1);
4481 GL_DepthTest(false);
4482 GL_DepthFunc(GL_LEQUAL);
4483 R_EntityMatrix(&identitymatrix);
4484 R_Mesh_ResetTextureState();
4485 GL_PolygonOffset(0, 0);
4486 switch(vid.renderpath)
4488 case RENDERPATH_GL32:
4489 case RENDERPATH_GLES2:
4490 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4493 GL_CullFace(GL_NONE);
4498 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4500 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4503 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4505 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4506 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4507 GL_Color(1, 1, 1, 1);
4508 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4509 GL_BlendFunc(GL_ONE, GL_ZERO);
4510 GL_ScissorTest(true);
4512 GL_DepthRange(0, 1);
4514 GL_DepthFunc(GL_LEQUAL);
4515 R_EntityMatrix(&identitymatrix);
4516 R_Mesh_ResetTextureState();
4517 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4518 switch(vid.renderpath)
4520 case RENDERPATH_GL32:
4521 case RENDERPATH_GLES2:
4522 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4525 GL_CullFace(r_refdef.view.cullface_back);
4530 R_RenderView_UpdateViewVectors
4533 void R_RenderView_UpdateViewVectors(void)
4535 // break apart the view matrix into vectors for various purposes
4536 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4537 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4538 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4539 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4540 // make an inverted copy of the view matrix for tracking sprites
4541 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4544 void R_RenderTarget_FreeUnused(qbool force)
4546 unsigned int i, j, end;
4547 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4548 for (i = 0; i < end; i++)
4550 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4551 // free resources for rendertargets that have not been used for a while
4552 // (note: this check is run after the frame render, so any targets used
4553 // this frame will not be affected even at low framerates)
4554 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4557 R_Mesh_DestroyFramebufferObject(r->fbo);
4558 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4559 if (r->colortexture[j])
4560 R_FreeTexture(r->colortexture[j]);
4561 if (r->depthtexture)
4562 R_FreeTexture(r->depthtexture);
4563 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4568 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4570 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4574 y2 = (th - y - h) * ih;
4585 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4587 unsigned int i, j, end;
4588 r_rendertarget_t *r = NULL;
4590 // first try to reuse an existing slot if possible
4591 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4592 for (i = 0; i < end; i++)
4594 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4595 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4600 // no unused exact match found, so we have to make one in the first unused slot
4601 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4602 r->texturewidth = texturewidth;
4603 r->textureheight = textureheight;
4604 r->colortextype[0] = colortextype0;
4605 r->colortextype[1] = colortextype1;
4606 r->colortextype[2] = colortextype2;
4607 r->colortextype[3] = colortextype3;
4608 r->depthtextype = depthtextype;
4609 r->depthisrenderbuffer = depthisrenderbuffer;
4610 for (j = 0; j < 4; j++)
4611 if (r->colortextype[j])
4612 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4613 if (r->depthtextype)
4615 if (r->depthisrenderbuffer)
4616 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4618 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4620 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4622 r_refdef.stats[r_stat_rendertargets_used]++;
4623 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4624 r->lastusetime = host.realtime;
4625 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4629 static void R_Water_StartFrame(int viewwidth, int viewheight)
4631 int waterwidth, waterheight;
4633 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4636 // set waterwidth and waterheight to the water resolution that will be
4637 // used (often less than the screen resolution for faster rendering)
4638 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4639 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4641 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4642 waterwidth = waterheight = 0;
4644 // set up variables that will be used in shader setup
4645 r_fb.water.waterwidth = waterwidth;
4646 r_fb.water.waterheight = waterheight;
4647 r_fb.water.texturewidth = waterwidth;
4648 r_fb.water.textureheight = waterheight;
4649 r_fb.water.camerawidth = waterwidth;
4650 r_fb.water.cameraheight = waterheight;
4651 r_fb.water.screenscale[0] = 0.5f;
4652 r_fb.water.screenscale[1] = 0.5f;
4653 r_fb.water.screencenter[0] = 0.5f;
4654 r_fb.water.screencenter[1] = 0.5f;
4655 r_fb.water.enabled = waterwidth != 0;
4657 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4658 r_fb.water.numwaterplanes = 0;
4661 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4663 int planeindex, bestplaneindex, vertexindex;
4664 vec3_t mins, maxs, normal, center, v, n;
4665 vec_t planescore, bestplanescore;
4667 r_waterstate_waterplane_t *p;
4668 texture_t *t = R_GetCurrentTexture(surface->texture);
4670 rsurface.texture = t;
4671 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4672 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4673 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4675 // average the vertex normals, find the surface bounds (after deformvertexes)
4676 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4677 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4678 VectorCopy(n, normal);
4679 VectorCopy(v, mins);
4680 VectorCopy(v, maxs);
4681 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4683 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4684 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4685 VectorAdd(normal, n, normal);
4686 mins[0] = min(mins[0], v[0]);
4687 mins[1] = min(mins[1], v[1]);
4688 mins[2] = min(mins[2], v[2]);
4689 maxs[0] = max(maxs[0], v[0]);
4690 maxs[1] = max(maxs[1], v[1]);
4691 maxs[2] = max(maxs[2], v[2]);
4693 VectorNormalize(normal);
4694 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4696 VectorCopy(normal, plane.normal);
4697 VectorNormalize(plane.normal);
4698 plane.dist = DotProduct(center, plane.normal);
4699 PlaneClassify(&plane);
4700 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4702 // skip backfaces (except if nocullface is set)
4703 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4705 VectorNegate(plane.normal, plane.normal);
4707 PlaneClassify(&plane);
4711 // find a matching plane if there is one
4712 bestplaneindex = -1;
4713 bestplanescore = 1048576.0f;
4714 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4716 if(p->camera_entity == t->camera_entity)
4718 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4719 if (bestplaneindex < 0 || bestplanescore > planescore)
4721 bestplaneindex = planeindex;
4722 bestplanescore = planescore;
4726 planeindex = bestplaneindex;
4728 // if this surface does not fit any known plane rendered this frame, add one
4729 if (planeindex < 0 || bestplanescore > 0.001f)
4731 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4733 // store the new plane
4734 planeindex = r_fb.water.numwaterplanes++;
4735 p = r_fb.water.waterplanes + planeindex;
4737 // clear materialflags and pvs
4738 p->materialflags = 0;
4739 p->pvsvalid = false;
4740 p->camera_entity = t->camera_entity;
4741 VectorCopy(mins, p->mins);
4742 VectorCopy(maxs, p->maxs);
4746 // We're totally screwed.
4752 // merge mins/maxs when we're adding this surface to the plane
4753 p = r_fb.water.waterplanes + planeindex;
4754 p->mins[0] = min(p->mins[0], mins[0]);
4755 p->mins[1] = min(p->mins[1], mins[1]);
4756 p->mins[2] = min(p->mins[2], mins[2]);
4757 p->maxs[0] = max(p->maxs[0], maxs[0]);
4758 p->maxs[1] = max(p->maxs[1], maxs[1]);
4759 p->maxs[2] = max(p->maxs[2], maxs[2]);
4761 // merge this surface's materialflags into the waterplane
4762 p->materialflags |= t->currentmaterialflags;
4763 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4765 // merge this surface's PVS into the waterplane
4766 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4767 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4769 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4775 extern cvar_t r_drawparticles;
4776 extern cvar_t r_drawdecals;
4778 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4781 r_refdef_view_t originalview;
4782 r_refdef_view_t myview;
4783 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;
4784 r_waterstate_waterplane_t *p;
4786 r_rendertarget_t *rt;
4788 originalview = r_refdef.view;
4790 // lowquality hack, temporarily shut down some cvars and restore afterwards
4791 qualityreduction = r_water_lowquality.integer;
4792 if (qualityreduction > 0)
4794 if (qualityreduction >= 1)
4796 old_r_shadows = r_shadows.integer;
4797 old_r_worldrtlight = r_shadow_realtime_world.integer;
4798 old_r_dlight = r_shadow_realtime_dlight.integer;
4799 Cvar_SetValueQuick(&r_shadows, 0);
4800 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4801 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4803 if (qualityreduction >= 2)
4805 old_r_dynamic = r_dynamic.integer;
4806 old_r_particles = r_drawparticles.integer;
4807 old_r_decals = r_drawdecals.integer;
4808 Cvar_SetValueQuick(&r_dynamic, 0);
4809 Cvar_SetValueQuick(&r_drawparticles, 0);
4810 Cvar_SetValueQuick(&r_drawdecals, 0);
4814 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4816 p->rt_reflection = NULL;
4817 p->rt_refraction = NULL;
4818 p->rt_camera = NULL;
4822 r_refdef.view = originalview;
4823 r_refdef.view.showdebug = false;
4824 r_refdef.view.width = r_fb.water.waterwidth;
4825 r_refdef.view.height = r_fb.water.waterheight;
4826 r_refdef.view.useclipplane = true;
4827 myview = r_refdef.view;
4828 r_fb.water.renderingscene = true;
4829 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4831 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4834 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4836 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4837 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4839 r_refdef.view = myview;
4840 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4841 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4842 if(r_water_scissormode.integer)
4844 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4845 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4847 p->rt_reflection = NULL;
4848 p->rt_refraction = NULL;
4849 p->rt_camera = NULL;
4854 r_refdef.view.clipplane = p->plane;
4855 // reflected view origin may be in solid, so don't cull with it
4856 r_refdef.view.usevieworiginculling = false;
4857 // reverse the cullface settings for this render
4858 r_refdef.view.cullface_front = GL_FRONT;
4859 r_refdef.view.cullface_back = GL_BACK;
4860 // combined pvs (based on what can be seen from each surface center)
4861 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4863 r_refdef.view.usecustompvs = true;
4865 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4867 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4870 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4871 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4872 GL_ScissorTest(false);
4873 R_ClearScreen(r_refdef.fogenabled);
4874 GL_ScissorTest(true);
4875 if(r_water_scissormode.integer & 2)
4876 R_View_UpdateWithScissor(myscissor);
4879 R_AnimCache_CacheVisibleEntities();
4880 if(r_water_scissormode.integer & 1)
4881 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4882 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4884 r_fb.water.hideplayer = false;
4885 p->rt_reflection = rt;
4888 // render the normal view scene and copy into texture
4889 // (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)
4890 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4892 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4893 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4895 r_refdef.view = myview;
4896 if(r_water_scissormode.integer)
4898 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4899 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4901 p->rt_reflection = NULL;
4902 p->rt_refraction = NULL;
4903 p->rt_camera = NULL;
4908 // combined pvs (based on what can be seen from each surface center)
4909 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4911 r_refdef.view.usecustompvs = true;
4913 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4915 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4918 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4920 r_refdef.view.clipplane = p->plane;
4921 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4922 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4924 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4926 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4927 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4928 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4929 R_RenderView_UpdateViewVectors();
4930 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4932 r_refdef.view.usecustompvs = true;
4933 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);
4937 PlaneClassify(&r_refdef.view.clipplane);
4939 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4940 GL_ScissorTest(false);
4941 R_ClearScreen(r_refdef.fogenabled);
4942 GL_ScissorTest(true);
4943 if(r_water_scissormode.integer & 2)
4944 R_View_UpdateWithScissor(myscissor);
4947 R_AnimCache_CacheVisibleEntities();
4948 if(r_water_scissormode.integer & 1)
4949 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4950 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4952 r_fb.water.hideplayer = false;
4953 p->rt_refraction = rt;
4955 else if (p->materialflags & MATERIALFLAG_CAMERA)
4957 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4958 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4960 r_refdef.view = myview;
4962 r_refdef.view.clipplane = p->plane;
4963 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4964 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4966 r_refdef.view.width = r_fb.water.camerawidth;
4967 r_refdef.view.height = r_fb.water.cameraheight;
4968 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4969 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4970 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4971 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4973 if(p->camera_entity)
4975 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4976 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4979 // note: all of the view is used for displaying... so
4980 // there is no use in scissoring
4982 // reverse the cullface settings for this render
4983 r_refdef.view.cullface_front = GL_FRONT;
4984 r_refdef.view.cullface_back = GL_BACK;
4985 // also reverse the view matrix
4986 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
4987 R_RenderView_UpdateViewVectors();
4988 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4990 r_refdef.view.usecustompvs = true;
4991 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);
4994 // camera needs no clipplane
4995 r_refdef.view.useclipplane = false;
4996 // TODO: is the camera origin always valid? if so we don't need to clear this
4997 r_refdef.view.usevieworiginculling = false;
4999 PlaneClassify(&r_refdef.view.clipplane);
5001 r_fb.water.hideplayer = false;
5003 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5004 GL_ScissorTest(false);
5005 R_ClearScreen(r_refdef.fogenabled);
5006 GL_ScissorTest(true);
5008 R_AnimCache_CacheVisibleEntities();
5009 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5011 r_fb.water.hideplayer = false;
5016 r_fb.water.renderingscene = false;
5017 r_refdef.view = originalview;
5018 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5020 R_AnimCache_CacheVisibleEntities();
5023 r_refdef.view = originalview;
5024 r_fb.water.renderingscene = false;
5025 Cvar_SetValueQuick(&r_water, 0);
5026 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5028 // lowquality hack, restore cvars
5029 if (qualityreduction > 0)
5031 if (qualityreduction >= 1)
5033 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5034 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5035 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5037 if (qualityreduction >= 2)
5039 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5040 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5041 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5046 static void R_Bloom_StartFrame(void)
5048 int screentexturewidth, screentextureheight;
5049 textype_t textype = TEXTYPE_COLORBUFFER;
5052 // clear the pointers to rendertargets from last frame as they're stale
5053 r_fb.rt_screen = NULL;
5054 r_fb.rt_bloom = NULL;
5056 switch (vid.renderpath)
5058 case RENDERPATH_GL32:
5059 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5060 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5061 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5063 case RENDERPATH_GLES2:
5064 r_fb.usedepthtextures = false;
5068 if (r_viewscale_fpsscaling.integer)
5070 double actualframetime;
5071 double targetframetime;
5073 actualframetime = r_refdef.lastdrawscreentime;
5074 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5075 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5076 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5077 if (r_viewscale_fpsscaling_stepsize.value > 0)
5080 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5082 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5084 viewscalefpsadjusted += adjust;
5085 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5088 viewscalefpsadjusted = 1.0f;
5090 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5092 scale *= sqrt(vid.samples); // supersampling
5093 scale = bound(0.03125f, scale, 4.0f);
5094 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5095 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5096 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5097 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5099 // set bloomwidth and bloomheight to the bloom resolution that will be
5100 // used (often less than the screen resolution for faster rendering)
5101 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5102 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5103 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5104 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5105 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5107 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5109 Cvar_SetValueQuick(&r_bloom, 0);
5110 Cvar_SetValueQuick(&r_motionblur, 0);
5111 Cvar_SetValueQuick(&r_damageblur, 0);
5113 if (!r_bloom.integer)
5114 r_fb.bloomwidth = r_fb.bloomheight = 0;
5116 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5117 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5119 if (r_fb.ghosttexture)
5120 R_FreeTexture(r_fb.ghosttexture);
5121 r_fb.ghosttexture = NULL;
5123 r_fb.screentexturewidth = screentexturewidth;
5124 r_fb.screentextureheight = screentextureheight;
5125 r_fb.textype = textype;
5127 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5129 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5130 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5131 r_fb.ghosttexture_valid = false;
5135 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5137 r_refdef.view.clear = true;
5140 static void R_Bloom_MakeTexture(void)
5143 float xoffset, yoffset, r, brighten;
5144 float colorscale = r_bloom_colorscale.value;
5145 r_viewport_t bloomviewport;
5146 r_rendertarget_t *prev, *cur;
5147 textype_t textype = r_fb.rt_screen->colortextype[0];
5149 r_refdef.stats[r_stat_bloom]++;
5151 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5153 // scale down screen texture to the bloom texture size
5155 prev = r_fb.rt_screen;
5156 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5157 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5158 R_SetViewport(&bloomviewport);
5159 GL_CullFace(GL_NONE);
5160 GL_DepthTest(false);
5161 GL_BlendFunc(GL_ONE, GL_ZERO);
5162 GL_Color(colorscale, colorscale, colorscale, 1);
5163 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5164 // TODO: do boxfilter scale-down in shader?
5165 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5166 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5167 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5168 // we now have a properly scaled bloom image
5170 // multiply bloom image by itself as many times as desired to darken it
5171 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5172 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5175 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5176 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5178 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5180 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5181 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5182 GL_Color(1,1,1,1); // no fix factor supported here
5183 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5184 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5185 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5186 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5190 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5191 brighten = r_bloom_brighten.value;
5192 brighten = sqrt(brighten);
5194 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5196 for (dir = 0;dir < 2;dir++)
5199 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5200 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5201 // blend on at multiple vertical offsets to achieve a vertical blur
5202 // TODO: do offset blends using GLSL
5203 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5205 GL_BlendFunc(GL_ONE, GL_ZERO);
5207 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5209 for (x = -range;x <= range;x++)
5211 if (!dir){xoffset = 0;yoffset = x;}
5212 else {xoffset = x;yoffset = 0;}
5213 xoffset /= (float)prev->texturewidth;
5214 yoffset /= (float)prev->textureheight;
5215 // compute a texcoord array with the specified x and y offset
5216 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5217 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5218 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5219 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5220 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5221 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5222 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5223 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5224 // this r value looks like a 'dot' particle, fading sharply to
5225 // black at the edges
5226 // (probably not realistic but looks good enough)
5227 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5228 //r = brighten/(range*2+1);
5229 r = brighten / (range * 2 + 1);
5231 r *= (1 - x*x/(float)((range+1)*(range+1)));
5235 GL_Color(r, r, r, 1);
5237 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5239 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5240 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5242 GL_BlendFunc(GL_ONE, GL_ONE);
5247 // now we have the bloom image, so keep track of it
5248 r_fb.rt_bloom = cur;
5251 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5253 uint64_t permutation;
5254 float uservecs[4][4];
5255 rtexture_t *viewtexture;
5256 rtexture_t *bloomtexture;
5258 R_EntityMatrix(&identitymatrix);
5260 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5262 // declare variables
5263 float blur_factor, blur_mouseaccel, blur_velocity;
5264 static float blur_average;
5265 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5267 // set a goal for the factoring
5268 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5269 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5270 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5271 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5272 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5273 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5275 // from the goal, pick an averaged value between goal and last value
5276 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5277 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5279 // enforce minimum amount of blur
5280 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5282 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5284 // calculate values into a standard alpha
5285 cl.motionbluralpha = 1 - exp(-
5287 (r_motionblur.value * blur_factor / 80)
5289 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5292 max(0.0001, cl.time - cl.oldtime) // fps independent
5295 // randomization for the blur value to combat persistent ghosting
5296 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5297 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5300 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5301 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5303 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5304 GL_Color(1, 1, 1, cl.motionbluralpha);
5305 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5306 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5307 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5308 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5309 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5312 // updates old view angles for next pass
5313 VectorCopy(cl.viewangles, blur_oldangles);
5315 // copy view into the ghost texture
5316 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5317 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5318 r_fb.ghosttexture_valid = true;
5321 if (r_fb.bloomwidth)
5323 // make the bloom texture
5324 R_Bloom_MakeTexture();
5327 #if _MSC_VER >= 1400
5328 #define sscanf sscanf_s
5330 memset(uservecs, 0, sizeof(uservecs));
5331 if (r_glsl_postprocess_uservec1_enable.integer)
5332 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5333 if (r_glsl_postprocess_uservec2_enable.integer)
5334 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5335 if (r_glsl_postprocess_uservec3_enable.integer)
5336 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5337 if (r_glsl_postprocess_uservec4_enable.integer)
5338 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5340 // render to the screen fbo
5341 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5342 GL_Color(1, 1, 1, 1);
5343 GL_BlendFunc(GL_ONE, GL_ZERO);
5345 viewtexture = r_fb.rt_screen->colortexture[0];
5346 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5348 if (r_rendertarget_debug.integer >= 0)
5350 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5351 if (rt && rt->colortexture[0])
5353 viewtexture = rt->colortexture[0];
5354 bloomtexture = NULL;
5358 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5359 switch(vid.renderpath)
5361 case RENDERPATH_GL32:
5362 case RENDERPATH_GLES2:
5364 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5365 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5366 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5367 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5368 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5369 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5370 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5371 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5372 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5373 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]);
5374 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5375 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]);
5376 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]);
5377 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]);
5378 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]);
5379 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5380 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5381 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);
5382 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5385 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5386 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5389 matrix4x4_t r_waterscrollmatrix;
5391 void R_UpdateFog(void)
5394 if (gamemode == GAME_NEHAHRA)
5396 if (gl_fogenable.integer)
5398 r_refdef.oldgl_fogenable = true;
5399 r_refdef.fog_density = gl_fogdensity.value;
5400 r_refdef.fog_red = gl_fogred.value;
5401 r_refdef.fog_green = gl_foggreen.value;
5402 r_refdef.fog_blue = gl_fogblue.value;
5403 r_refdef.fog_alpha = 1;
5404 r_refdef.fog_start = 0;
5405 r_refdef.fog_end = gl_skyclip.value;
5406 r_refdef.fog_height = 1<<30;
5407 r_refdef.fog_fadedepth = 128;
5409 else if (r_refdef.oldgl_fogenable)
5411 r_refdef.oldgl_fogenable = false;
5412 r_refdef.fog_density = 0;
5413 r_refdef.fog_red = 0;
5414 r_refdef.fog_green = 0;
5415 r_refdef.fog_blue = 0;
5416 r_refdef.fog_alpha = 0;
5417 r_refdef.fog_start = 0;
5418 r_refdef.fog_end = 0;
5419 r_refdef.fog_height = 1<<30;
5420 r_refdef.fog_fadedepth = 128;
5425 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5426 r_refdef.fog_start = max(0, r_refdef.fog_start);
5427 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5429 if (r_refdef.fog_density && r_drawfog.integer)
5431 r_refdef.fogenabled = true;
5432 // this is the point where the fog reaches 0.9986 alpha, which we
5433 // consider a good enough cutoff point for the texture
5434 // (0.9986 * 256 == 255.6)
5435 if (r_fog_exp2.integer)
5436 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5438 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5439 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5440 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5441 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5442 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5443 R_BuildFogHeightTexture();
5444 // fog color was already set
5445 // update the fog texture
5446 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)
5447 R_BuildFogTexture();
5448 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5449 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5452 r_refdef.fogenabled = false;
5455 if (r_refdef.fog_density)
5457 r_refdef.fogcolor[0] = r_refdef.fog_red;
5458 r_refdef.fogcolor[1] = r_refdef.fog_green;
5459 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5461 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5462 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5463 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5464 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5468 VectorCopy(r_refdef.fogcolor, fogvec);
5469 // color.rgb *= ContrastBoost * SceneBrightness;
5470 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5471 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5472 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5473 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5478 void R_UpdateVariables(void)
5482 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5484 r_refdef.farclip = r_farclip_base.value;
5485 if (r_refdef.scene.worldmodel)
5486 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5487 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5489 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5490 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5491 r_refdef.polygonfactor = 0;
5492 r_refdef.polygonoffset = 0;
5494 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5495 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5496 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5497 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5498 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5499 if (r_refdef.scene.worldmodel)
5501 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5503 if (r_showsurfaces.integer)
5505 r_refdef.scene.rtworld = false;
5506 r_refdef.scene.rtworldshadows = false;
5507 r_refdef.scene.rtdlight = false;
5508 r_refdef.scene.rtdlightshadows = false;
5509 r_refdef.scene.lightmapintensity = 0;
5512 r_gpuskeletal = false;
5513 switch(vid.renderpath)
5515 case RENDERPATH_GL32:
5516 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5517 case RENDERPATH_GLES2:
5518 if(!vid_gammatables_trivial)
5520 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5522 // build GLSL gamma texture
5523 #define RAMPWIDTH 256
5524 unsigned short ramp[RAMPWIDTH * 3];
5525 unsigned char rampbgr[RAMPWIDTH][4];
5528 r_texture_gammaramps_serial = vid_gammatables_serial;
5530 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5531 for(i = 0; i < RAMPWIDTH; ++i)
5533 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5534 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5535 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5538 if (r_texture_gammaramps)
5540 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
5544 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5550 // remove GLSL gamma texture
5556 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5557 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5563 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5564 if( scenetype != r_currentscenetype ) {
5565 // store the old scenetype
5566 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5567 r_currentscenetype = scenetype;
5568 // move in the new scene
5569 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5578 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5580 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5581 if( scenetype == r_currentscenetype ) {
5582 return &r_refdef.scene;
5584 return &r_scenes_store[ scenetype ];
5588 static int R_SortEntities_Compare(const void *ap, const void *bp)
5590 const entity_render_t *a = *(const entity_render_t **)ap;
5591 const entity_render_t *b = *(const entity_render_t **)bp;
5594 if(a->model < b->model)
5596 if(a->model > b->model)
5600 // TODO possibly calculate the REAL skinnum here first using
5602 if(a->skinnum < b->skinnum)
5604 if(a->skinnum > b->skinnum)
5607 // everything we compared is equal
5610 static void R_SortEntities(void)
5612 // below or equal 2 ents, sorting never gains anything
5613 if(r_refdef.scene.numentities <= 2)
5616 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5624 extern cvar_t r_shadow_bouncegrid;
5625 extern cvar_t v_isometric;
5626 extern void V_MakeViewIsometric(void);
5627 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5629 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5631 rtexture_t *viewdepthtexture = NULL;
5632 rtexture_t *viewcolortexture = NULL;
5633 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5635 // finish any 2D rendering that was queued
5638 if (r_timereport_active)
5639 R_TimeReport("start");
5640 r_textureframe++; // used only by R_GetCurrentTexture
5641 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5643 if(R_CompileShader_CheckStaticParms())
5644 R_GLSL_Restart_f(cmd_local);
5646 if (!r_drawentities.integer)
5647 r_refdef.scene.numentities = 0;
5648 else if (r_sortentities.integer)
5651 R_AnimCache_ClearCache();
5653 /* adjust for stereo display */
5654 if(R_Stereo_Active())
5656 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);
5657 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5660 if (r_refdef.view.isoverlay)
5662 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5663 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5664 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5665 R_TimeReport("depthclear");
5667 r_refdef.view.showdebug = false;
5669 r_fb.water.enabled = false;
5670 r_fb.water.numwaterplanes = 0;
5672 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5674 r_refdef.view.matrix = originalmatrix;
5680 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5682 r_refdef.view.matrix = originalmatrix;
5686 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5687 if (v_isometric.integer && r_refdef.view.ismain)
5688 V_MakeViewIsometric();
5690 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5692 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5693 // in sRGB fallback, behave similar to true sRGB: convert this
5694 // value from linear to sRGB
5695 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5697 R_RenderView_UpdateViewVectors();
5699 R_Shadow_UpdateWorldLightSelection();
5701 // this will set up r_fb.rt_screen
5702 R_Bloom_StartFrame();
5704 // apply bloom brightness offset
5706 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5708 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5711 viewfbo = r_fb.rt_screen->fbo;
5712 viewdepthtexture = r_fb.rt_screen->depthtexture;
5713 viewcolortexture = r_fb.rt_screen->colortexture[0];
5716 viewwidth = r_fb.rt_screen->texturewidth;
5717 viewheight = r_fb.rt_screen->textureheight;
5720 R_Water_StartFrame(viewwidth, viewheight);
5723 if (r_timereport_active)
5724 R_TimeReport("viewsetup");
5726 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5728 // clear the whole fbo every frame - otherwise the driver will consider
5729 // it to be an inter-frame texture and stall in multi-gpu configurations
5731 GL_ScissorTest(false);
5732 R_ClearScreen(r_refdef.fogenabled);
5733 if (r_timereport_active)
5734 R_TimeReport("viewclear");
5736 r_refdef.view.clear = true;
5738 r_refdef.view.showdebug = true;
5741 if (r_timereport_active)
5742 R_TimeReport("visibility");
5744 R_AnimCache_CacheVisibleEntities();
5745 if (r_timereport_active)
5746 R_TimeReport("animcache");
5748 R_Shadow_UpdateBounceGridTexture();
5749 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5751 r_fb.water.numwaterplanes = 0;
5752 if (r_fb.water.enabled)
5753 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5755 // for the actual view render we use scissoring a fair amount, so scissor
5756 // test needs to be on
5758 GL_ScissorTest(true);
5759 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5760 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5761 r_fb.water.numwaterplanes = 0;
5763 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5764 GL_ScissorTest(false);
5766 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5767 if (r_timereport_active)
5768 R_TimeReport("blendview");
5770 r_refdef.view.matrix = originalmatrix;
5774 // go back to 2d rendering
5778 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5780 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5782 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5783 if (r_timereport_active)
5784 R_TimeReport("waterworld");
5787 // don't let sound skip if going slow
5788 if (r_refdef.scene.extraupdate)
5791 R_DrawModelsAddWaterPlanes();
5792 if (r_timereport_active)
5793 R_TimeReport("watermodels");
5795 if (r_fb.water.numwaterplanes)
5797 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5798 if (r_timereport_active)
5799 R_TimeReport("waterscenes");
5803 extern cvar_t cl_locs_show;
5804 static void R_DrawLocs(void);
5805 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5806 static void R_DrawModelDecals(void);
5807 extern qbool r_shadow_usingdeferredprepass;
5808 extern int r_shadow_shadowmapatlas_modelshadows_size;
5809 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5811 qbool shadowmapping = false;
5813 if (r_timereport_active)
5814 R_TimeReport("beginscene");
5816 r_refdef.stats[r_stat_renders]++;
5820 // don't let sound skip if going slow
5821 if (r_refdef.scene.extraupdate)
5824 R_MeshQueue_BeginScene();
5828 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);
5830 if (r_timereport_active)
5831 R_TimeReport("skystartframe");
5833 if (cl.csqc_vidvars.drawworld)
5835 // don't let sound skip if going slow
5836 if (r_refdef.scene.extraupdate)
5839 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5841 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5842 if (r_timereport_active)
5843 R_TimeReport("worldsky");
5846 if (R_DrawBrushModelsSky() && r_timereport_active)
5847 R_TimeReport("bmodelsky");
5849 if (skyrendermasked && skyrenderlater)
5851 // we have to force off the water clipping plane while rendering sky
5852 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5854 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5855 if (r_timereport_active)
5856 R_TimeReport("sky");
5860 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5861 r_shadow_viewfbo = viewfbo;
5862 r_shadow_viewdepthtexture = viewdepthtexture;
5863 r_shadow_viewcolortexture = viewcolortexture;
5864 r_shadow_viewx = viewx;
5865 r_shadow_viewy = viewy;
5866 r_shadow_viewwidth = viewwidth;
5867 r_shadow_viewheight = viewheight;
5869 R_Shadow_PrepareModelShadows();
5870 R_Shadow_PrepareLights();
5871 if (r_timereport_active)
5872 R_TimeReport("preparelights");
5874 // render all the shadowmaps that will be used for this view
5875 shadowmapping = R_Shadow_ShadowMappingEnabled();
5876 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5878 R_Shadow_DrawShadowMaps();
5879 if (r_timereport_active)
5880 R_TimeReport("shadowmaps");
5883 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5884 if (r_shadow_usingdeferredprepass)
5885 R_Shadow_DrawPrepass();
5887 // now we begin the forward pass of the view render
5888 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5890 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5891 if (r_timereport_active)
5892 R_TimeReport("worlddepth");
5894 if (r_depthfirst.integer >= 2)
5896 R_DrawModelsDepth();
5897 if (r_timereport_active)
5898 R_TimeReport("modeldepth");
5901 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5903 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5904 if (r_timereport_active)
5905 R_TimeReport("world");
5908 // don't let sound skip if going slow
5909 if (r_refdef.scene.extraupdate)
5913 if (r_timereport_active)
5914 R_TimeReport("models");
5916 // don't let sound skip if going slow
5917 if (r_refdef.scene.extraupdate)
5920 if (!r_shadow_usingdeferredprepass)
5922 R_Shadow_DrawLights();
5923 if (r_timereport_active)
5924 R_TimeReport("rtlights");
5927 // don't let sound skip if going slow
5928 if (r_refdef.scene.extraupdate)
5931 if (cl.csqc_vidvars.drawworld)
5933 R_DrawModelDecals();
5934 if (r_timereport_active)
5935 R_TimeReport("modeldecals");
5938 if (r_timereport_active)
5939 R_TimeReport("particles");
5942 if (r_timereport_active)
5943 R_TimeReport("explosions");
5946 if (r_refdef.view.showdebug)
5948 if (cl_locs_show.integer)
5951 if (r_timereport_active)
5952 R_TimeReport("showlocs");
5955 if (r_drawportals.integer)
5958 if (r_timereport_active)
5959 R_TimeReport("portals");
5962 if (r_showbboxes_client.value > 0)
5964 R_DrawEntityBBoxes(CLVM_prog);
5965 if (r_timereport_active)
5966 R_TimeReport("clbboxes");
5968 if (r_showbboxes.value > 0)
5970 R_DrawEntityBBoxes(SVVM_prog);
5971 if (r_timereport_active)
5972 R_TimeReport("svbboxes");
5976 if (r_transparent.integer)
5978 R_MeshQueue_RenderTransparent();
5979 if (r_timereport_active)
5980 R_TimeReport("drawtrans");
5983 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))
5985 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5986 if (r_timereport_active)
5987 R_TimeReport("worlddebug");
5988 R_DrawModelsDebug();
5989 if (r_timereport_active)
5990 R_TimeReport("modeldebug");
5993 if (cl.csqc_vidvars.drawworld)
5995 R_Shadow_DrawCoronas();
5996 if (r_timereport_active)
5997 R_TimeReport("coronas");
6000 // don't let sound skip if going slow
6001 if (r_refdef.scene.extraupdate)
6005 static const unsigned short bboxelements[36] =
6015 #define BBOXEDGES 13
6016 static const float bboxedges[BBOXEDGES][6] =
6019 { 0, 0, 0, 1, 1, 1 },
6021 { 0, 0, 0, 0, 1, 0 },
6022 { 0, 0, 0, 1, 0, 0 },
6023 { 0, 1, 0, 1, 1, 0 },
6024 { 1, 0, 0, 1, 1, 0 },
6026 { 0, 0, 1, 0, 1, 1 },
6027 { 0, 0, 1, 1, 0, 1 },
6028 { 0, 1, 1, 1, 1, 1 },
6029 { 1, 0, 1, 1, 1, 1 },
6031 { 0, 0, 0, 0, 0, 1 },
6032 { 1, 0, 0, 1, 0, 1 },
6033 { 0, 1, 0, 0, 1, 1 },
6034 { 1, 1, 0, 1, 1, 1 },
6037 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6039 int numvertices = BBOXEDGES * 8;
6040 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6041 int numtriangles = BBOXEDGES * 12;
6042 unsigned short elements[BBOXEDGES * 36];
6044 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6046 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6048 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6049 GL_DepthMask(false);
6050 GL_DepthRange(0, 1);
6051 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6053 for (edge = 0; edge < BBOXEDGES; edge++)
6055 for (i = 0; i < 3; i++)
6057 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6058 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6060 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6061 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6062 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6063 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6064 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6065 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6066 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6067 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6068 for (i = 0; i < 36; i++)
6069 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6071 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6072 if (r_refdef.fogenabled)
6074 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6076 f1 = RSurf_FogVertex(v);
6078 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6079 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6080 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6083 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6084 R_Mesh_ResetTextureState();
6085 R_SetupShader_Generic_NoTexture(false, false);
6086 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6089 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6091 // hacky overloading of the parameters
6092 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6095 prvm_edict_t *edict;
6097 GL_CullFace(GL_NONE);
6098 R_SetupShader_Generic_NoTexture(false, false);
6100 for (i = 0;i < numsurfaces;i++)
6102 edict = PRVM_EDICT_NUM(surfacelist[i]);
6103 switch ((int)PRVM_serveredictfloat(edict, solid))
6105 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6106 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6107 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6108 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6109 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6110 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6111 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6113 if (prog == CLVM_prog)
6114 color[3] *= r_showbboxes_client.value;
6116 color[3] *= r_showbboxes.value;
6117 color[3] = bound(0, color[3], 1);
6118 GL_DepthTest(!r_showdisabledepthtest.integer);
6119 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6123 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6126 prvm_edict_t *edict;
6132 for (i = 0; i < prog->num_edicts; i++)
6134 edict = PRVM_EDICT_NUM(i);
6137 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6138 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6140 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6142 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6143 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6147 static const int nomodelelement3i[24] =
6159 static const unsigned short nomodelelement3s[24] =
6171 static const float nomodelvertex3f[6*3] =
6181 static const float nomodelcolor4f[6*4] =
6183 0.0f, 0.0f, 0.5f, 1.0f,
6184 0.0f, 0.0f, 0.5f, 1.0f,
6185 0.0f, 0.5f, 0.0f, 1.0f,
6186 0.0f, 0.5f, 0.0f, 1.0f,
6187 0.5f, 0.0f, 0.0f, 1.0f,
6188 0.5f, 0.0f, 0.0f, 1.0f
6191 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6197 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);
6199 // this is only called once per entity so numsurfaces is always 1, and
6200 // surfacelist is always {0}, so this code does not handle batches
6202 if (rsurface.ent_flags & RENDER_ADDITIVE)
6204 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6205 GL_DepthMask(false);
6207 else if (ent->alpha < 1)
6209 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6210 GL_DepthMask(false);
6214 GL_BlendFunc(GL_ONE, GL_ZERO);
6217 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6218 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6219 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6220 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6221 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6222 for (i = 0, c = color4f;i < 6;i++, c += 4)
6224 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6225 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6226 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6229 if (r_refdef.fogenabled)
6231 for (i = 0, c = color4f;i < 6;i++, c += 4)
6233 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6235 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6236 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6237 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6240 // R_Mesh_ResetTextureState();
6241 R_SetupShader_Generic_NoTexture(false, false);
6242 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6243 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6246 void R_DrawNoModel(entity_render_t *ent)
6249 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6250 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6251 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6253 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6256 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6258 vec3_t right1, right2, diff, normal;
6260 VectorSubtract (org2, org1, normal);
6262 // calculate 'right' vector for start
6263 VectorSubtract (r_refdef.view.origin, org1, diff);
6264 CrossProduct (normal, diff, right1);
6265 VectorNormalize (right1);
6267 // calculate 'right' vector for end
6268 VectorSubtract (r_refdef.view.origin, org2, diff);
6269 CrossProduct (normal, diff, right2);
6270 VectorNormalize (right2);
6272 vert[ 0] = org1[0] + width * right1[0];
6273 vert[ 1] = org1[1] + width * right1[1];
6274 vert[ 2] = org1[2] + width * right1[2];
6275 vert[ 3] = org1[0] - width * right1[0];
6276 vert[ 4] = org1[1] - width * right1[1];
6277 vert[ 5] = org1[2] - width * right1[2];
6278 vert[ 6] = org2[0] - width * right2[0];
6279 vert[ 7] = org2[1] - width * right2[1];
6280 vert[ 8] = org2[2] - width * right2[2];
6281 vert[ 9] = org2[0] + width * right2[0];
6282 vert[10] = org2[1] + width * right2[1];
6283 vert[11] = org2[2] + width * right2[2];
6286 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)
6288 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6289 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6290 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6291 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6292 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6293 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6294 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6295 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6296 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6297 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6298 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6299 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6302 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6307 VectorSet(v, x, y, z);
6308 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6309 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6311 if (i == mesh->numvertices)
6313 if (mesh->numvertices < mesh->maxvertices)
6315 VectorCopy(v, vertex3f);
6316 mesh->numvertices++;
6318 return mesh->numvertices;
6324 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6328 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6329 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6330 e = mesh->element3i + mesh->numtriangles * 3;
6331 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6333 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6334 if (mesh->numtriangles < mesh->maxtriangles)
6339 mesh->numtriangles++;
6341 element[1] = element[2];
6345 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6349 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6350 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6351 e = mesh->element3i + mesh->numtriangles * 3;
6352 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6354 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6355 if (mesh->numtriangles < mesh->maxtriangles)
6360 mesh->numtriangles++;
6362 element[1] = element[2];
6366 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6367 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6369 int planenum, planenum2;
6372 mplane_t *plane, *plane2;
6374 double temppoints[2][256*3];
6375 // figure out how large a bounding box we need to properly compute this brush
6377 for (w = 0;w < numplanes;w++)
6378 maxdist = max(maxdist, fabs(planes[w].dist));
6379 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6380 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6381 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6385 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6386 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6388 if (planenum2 == planenum)
6390 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);
6393 if (tempnumpoints < 3)
6395 // generate elements forming a triangle fan for this polygon
6396 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6400 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6402 if(parms[0] == 0 && parms[1] == 0)
6404 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6405 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6410 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6413 index = parms[2] + rsurface.shadertime * parms[3];
6414 index -= floor(index);
6415 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6418 case Q3WAVEFUNC_NONE:
6419 case Q3WAVEFUNC_NOISE:
6420 case Q3WAVEFUNC_COUNT:
6423 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6424 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6425 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6426 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6427 case Q3WAVEFUNC_TRIANGLE:
6429 f = index - floor(index);
6442 f = parms[0] + parms[1] * f;
6443 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6444 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6448 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6455 matrix4x4_t matrix, temp;
6456 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6457 // it's better to have one huge fixup every 9 hours than gradual
6458 // degradation over time which looks consistently bad after many hours.
6460 // tcmod scroll in particular suffers from this degradation which can't be
6461 // effectively worked around even with floor() tricks because we don't
6462 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6463 // a workaround involving floor() would be incorrect anyway...
6464 shadertime = rsurface.shadertime;
6465 if (shadertime >= 32768.0f)
6466 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6467 switch(tcmod->tcmod)
6471 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6472 matrix = r_waterscrollmatrix;
6474 matrix = identitymatrix;
6476 case Q3TCMOD_ENTITYTRANSLATE:
6477 // this is used in Q3 to allow the gamecode to control texcoord
6478 // scrolling on the entity, which is not supported in darkplaces yet.
6479 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6481 case Q3TCMOD_ROTATE:
6482 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6483 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6484 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6487 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6489 case Q3TCMOD_SCROLL:
6490 // this particular tcmod is a "bug for bug" compatible one with regards to
6491 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6492 // specifically did the wrapping and so we must mimic that...
6493 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6494 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6495 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6497 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6498 w = (int) tcmod->parms[0];
6499 h = (int) tcmod->parms[1];
6500 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6502 idx = (int) floor(f * w * h);
6503 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6505 case Q3TCMOD_STRETCH:
6506 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6507 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6509 case Q3TCMOD_TRANSFORM:
6510 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6511 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6512 VectorSet(tcmat + 6, 0 , 0 , 1);
6513 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6514 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6516 case Q3TCMOD_TURBULENT:
6517 // this is handled in the RSurf_PrepareVertices function
6518 matrix = identitymatrix;
6522 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6525 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6527 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6528 char name[MAX_QPATH];
6529 skinframe_t *skinframe;
6530 unsigned char pixels[296*194];
6531 strlcpy(cache->name, skinname, sizeof(cache->name));
6532 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6533 if (developer_loading.integer)
6534 Con_Printf("loading %s\n", name);
6535 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6536 if (!skinframe || !skinframe->base)
6539 fs_offset_t filesize;
6541 f = FS_LoadFile(name, tempmempool, true, &filesize);
6544 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6545 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6549 cache->skinframe = skinframe;
6552 texture_t *R_GetCurrentTexture(texture_t *t)
6555 const entity_render_t *ent = rsurface.entity;
6556 model_t *model = ent->model; // when calling this, ent must not be NULL
6557 q3shaderinfo_layer_tcmod_t *tcmod;
6558 float specularscale = 0.0f;
6560 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6561 return t->currentframe;
6562 t->update_lastrenderframe = r_textureframe;
6563 t->update_lastrenderentity = (void *)ent;
6565 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6566 t->camera_entity = ent->entitynumber;
6568 t->camera_entity = 0;
6570 // switch to an alternate material if this is a q1bsp animated material
6572 texture_t *texture = t;
6573 int s = rsurface.ent_skinnum;
6574 if ((unsigned int)s >= (unsigned int)model->numskins)
6576 if (model->skinscenes)
6578 if (model->skinscenes[s].framecount > 1)
6579 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6581 s = model->skinscenes[s].firstframe;
6584 t = t + s * model->num_surfaces;
6587 // use an alternate animation if the entity's frame is not 0,
6588 // and only if the texture has an alternate animation
6589 if (t->animated == 2) // q2bsp
6590 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6591 else if (rsurface.ent_alttextures && t->anim_total[1])
6592 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6594 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6596 texture->currentframe = t;
6599 // update currentskinframe to be a qw skin or animation frame
6600 if (rsurface.ent_qwskin >= 0)
6602 i = rsurface.ent_qwskin;
6603 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6605 r_qwskincache_size = cl.maxclients;
6607 Mem_Free(r_qwskincache);
6608 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6610 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6611 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6612 t->currentskinframe = r_qwskincache[i].skinframe;
6613 if (t->materialshaderpass && t->currentskinframe == NULL)
6614 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6616 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6617 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6618 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6619 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6621 t->currentmaterialflags = t->basematerialflags;
6622 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6623 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6624 t->currentalpha *= r_wateralpha.value;
6625 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6626 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6627 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6628 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6630 // decide on which type of lighting to use for this surface
6631 if (rsurface.entity->render_modellight_forced)
6632 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6633 if (rsurface.entity->render_rtlight_disabled)
6634 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6635 if (rsurface.entity->render_lightgrid)
6636 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6637 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6639 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6640 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6641 for (q = 0; q < 3; q++)
6643 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6644 t->render_modellight_lightdir_world[q] = q == 2;
6645 t->render_modellight_lightdir_local[q] = q == 2;
6646 t->render_modellight_ambient[q] = 1;
6647 t->render_modellight_diffuse[q] = 0;
6648 t->render_modellight_specular[q] = 0;
6649 t->render_lightmap_ambient[q] = 0;
6650 t->render_lightmap_diffuse[q] = 0;
6651 t->render_lightmap_specular[q] = 0;
6652 t->render_rtlight_diffuse[q] = 0;
6653 t->render_rtlight_specular[q] = 0;
6656 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6658 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6659 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6660 for (q = 0; q < 3; q++)
6662 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6663 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6664 t->render_modellight_lightdir_world[q] = q == 2;
6665 t->render_modellight_lightdir_local[q] = q == 2;
6666 t->render_modellight_diffuse[q] = 0;
6667 t->render_modellight_specular[q] = 0;
6668 t->render_lightmap_ambient[q] = 0;
6669 t->render_lightmap_diffuse[q] = 0;
6670 t->render_lightmap_specular[q] = 0;
6671 t->render_rtlight_diffuse[q] = 0;
6672 t->render_rtlight_specular[q] = 0;
6675 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6677 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6678 for (q = 0; q < 3; q++)
6680 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6681 t->render_modellight_lightdir_world[q] = q == 2;
6682 t->render_modellight_lightdir_local[q] = q == 2;
6683 t->render_modellight_ambient[q] = 0;
6684 t->render_modellight_diffuse[q] = 0;
6685 t->render_modellight_specular[q] = 0;
6686 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6687 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6688 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6689 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6690 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6693 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6695 // ambient + single direction light (modellight)
6696 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6697 for (q = 0; q < 3; q++)
6699 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6700 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6701 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6702 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6703 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6704 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6705 t->render_lightmap_ambient[q] = 0;
6706 t->render_lightmap_diffuse[q] = 0;
6707 t->render_lightmap_specular[q] = 0;
6708 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6709 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6714 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6715 for (q = 0; q < 3; q++)
6717 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6718 t->render_modellight_lightdir_world[q] = q == 2;
6719 t->render_modellight_lightdir_local[q] = q == 2;
6720 t->render_modellight_ambient[q] = 0;
6721 t->render_modellight_diffuse[q] = 0;
6722 t->render_modellight_specular[q] = 0;
6723 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6724 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6725 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6726 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6727 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6731 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6733 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6734 // attribute, we punt it to the lightmap path and hope for the best,
6735 // but lighting doesn't work.
6737 // FIXME: this is fine for effects but CSQC polygons should be subject
6739 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6740 for (q = 0; q < 3; q++)
6742 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6743 t->render_modellight_lightdir_world[q] = q == 2;
6744 t->render_modellight_lightdir_local[q] = q == 2;
6745 t->render_modellight_ambient[q] = 0;
6746 t->render_modellight_diffuse[q] = 0;
6747 t->render_modellight_specular[q] = 0;
6748 t->render_lightmap_ambient[q] = 0;
6749 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6750 t->render_lightmap_specular[q] = 0;
6751 t->render_rtlight_diffuse[q] = 0;
6752 t->render_rtlight_specular[q] = 0;
6756 for (q = 0; q < 3; q++)
6758 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6759 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6762 if (rsurface.ent_flags & RENDER_ADDITIVE)
6763 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6764 else if (t->currentalpha < 1)
6765 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6766 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6767 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6768 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6769 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6770 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6771 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6772 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6773 if (t->backgroundshaderpass)
6774 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6775 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6777 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6778 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6781 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6782 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6784 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6785 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6787 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6788 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6790 // there is no tcmod
6791 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6793 t->currenttexmatrix = r_waterscrollmatrix;
6794 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6796 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6798 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6799 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6802 if (t->materialshaderpass)
6803 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6804 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6806 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6807 if (t->currentskinframe->qpixels)
6808 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6809 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6810 if (!t->basetexture)
6811 t->basetexture = r_texture_notexture;
6812 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6813 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6814 t->nmaptexture = t->currentskinframe->nmap;
6815 if (!t->nmaptexture)
6816 t->nmaptexture = r_texture_blanknormalmap;
6817 t->glosstexture = r_texture_black;
6818 t->glowtexture = t->currentskinframe->glow;
6819 t->fogtexture = t->currentskinframe->fog;
6820 t->reflectmasktexture = t->currentskinframe->reflect;
6821 if (t->backgroundshaderpass)
6823 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6824 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6825 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6826 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6827 t->backgroundglosstexture = r_texture_black;
6828 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6829 if (!t->backgroundnmaptexture)
6830 t->backgroundnmaptexture = r_texture_blanknormalmap;
6831 // make sure that if glow is going to be used, both textures are not NULL
6832 if (!t->backgroundglowtexture && t->glowtexture)
6833 t->backgroundglowtexture = r_texture_black;
6834 if (!t->glowtexture && t->backgroundglowtexture)
6835 t->glowtexture = r_texture_black;
6839 t->backgroundbasetexture = r_texture_white;
6840 t->backgroundnmaptexture = r_texture_blanknormalmap;
6841 t->backgroundglosstexture = r_texture_black;
6842 t->backgroundglowtexture = NULL;
6844 t->specularpower = r_shadow_glossexponent.value;
6845 // TODO: store reference values for these in the texture?
6846 if (r_shadow_gloss.integer > 0)
6848 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6850 if (r_shadow_glossintensity.value > 0)
6852 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6853 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6854 specularscale = r_shadow_glossintensity.value;
6857 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6859 t->glosstexture = r_texture_white;
6860 t->backgroundglosstexture = r_texture_white;
6861 specularscale = r_shadow_gloss2intensity.value;
6862 t->specularpower = r_shadow_gloss2exponent.value;
6865 specularscale *= t->specularscalemod;
6866 t->specularpower *= t->specularpowermod;
6868 // lightmaps mode looks bad with dlights using actual texturing, so turn
6869 // off the colormap and glossmap, but leave the normalmap on as it still
6870 // accurately represents the shading involved
6871 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6873 t->basetexture = r_texture_grey128;
6874 t->pantstexture = r_texture_black;
6875 t->shirttexture = r_texture_black;
6876 if (gl_lightmaps.integer < 2)
6877 t->nmaptexture = r_texture_blanknormalmap;
6878 t->glosstexture = r_texture_black;
6879 t->glowtexture = NULL;
6880 t->fogtexture = NULL;
6881 t->reflectmasktexture = NULL;
6882 t->backgroundbasetexture = NULL;
6883 if (gl_lightmaps.integer < 2)
6884 t->backgroundnmaptexture = r_texture_blanknormalmap;
6885 t->backgroundglosstexture = r_texture_black;
6886 t->backgroundglowtexture = NULL;
6888 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6891 if (specularscale != 1.0f)
6893 for (q = 0; q < 3; q++)
6895 t->render_modellight_specular[q] *= specularscale;
6896 t->render_lightmap_specular[q] *= specularscale;
6897 t->render_rtlight_specular[q] *= specularscale;
6901 t->currentblendfunc[0] = GL_ONE;
6902 t->currentblendfunc[1] = GL_ZERO;
6903 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6905 t->currentblendfunc[0] = GL_SRC_ALPHA;
6906 t->currentblendfunc[1] = GL_ONE;
6908 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6910 t->currentblendfunc[0] = GL_SRC_ALPHA;
6911 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6913 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6915 t->currentblendfunc[0] = t->customblendfunc[0];
6916 t->currentblendfunc[1] = t->customblendfunc[1];
6922 rsurfacestate_t rsurface;
6924 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6926 model_t *model = ent->model;
6927 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6929 rsurface.entity = (entity_render_t *)ent;
6930 rsurface.skeleton = ent->skeleton;
6931 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6932 rsurface.ent_skinnum = ent->skinnum;
6933 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;
6934 rsurface.ent_flags = ent->flags;
6935 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6936 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6937 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6938 rsurface.matrix = ent->matrix;
6939 rsurface.inversematrix = ent->inversematrix;
6940 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6941 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6942 R_EntityMatrix(&rsurface.matrix);
6943 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6944 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6945 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6946 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6947 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6948 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6949 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6950 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6951 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6952 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6953 if (ent->model->brush.submodel && !prepass)
6955 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6956 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6958 // if the animcache code decided it should use the shader path, skip the deform step
6959 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6960 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6961 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6962 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6963 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6964 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6966 if (ent->animcache_vertex3f)
6968 r_refdef.stats[r_stat_batch_entitycache_count]++;
6969 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6970 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6971 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6972 rsurface.modelvertex3f = ent->animcache_vertex3f;
6973 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6974 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
6975 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6976 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
6977 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
6978 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6979 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
6980 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
6981 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6982 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
6983 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
6985 else if (wanttangents)
6987 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6988 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6989 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6990 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6991 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6992 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6993 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6994 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6995 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
6996 rsurface.modelvertex3f_vertexbuffer = NULL;
6997 rsurface.modelvertex3f_bufferoffset = 0;
6998 rsurface.modelvertex3f_vertexbuffer = 0;
6999 rsurface.modelvertex3f_bufferoffset = 0;
7000 rsurface.modelsvector3f_vertexbuffer = 0;
7001 rsurface.modelsvector3f_bufferoffset = 0;
7002 rsurface.modeltvector3f_vertexbuffer = 0;
7003 rsurface.modeltvector3f_bufferoffset = 0;
7004 rsurface.modelnormal3f_vertexbuffer = 0;
7005 rsurface.modelnormal3f_bufferoffset = 0;
7007 else if (wantnormals)
7009 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7010 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7011 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7012 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7013 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7014 rsurface.modelsvector3f = NULL;
7015 rsurface.modeltvector3f = NULL;
7016 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7017 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7018 rsurface.modelvertex3f_vertexbuffer = NULL;
7019 rsurface.modelvertex3f_bufferoffset = 0;
7020 rsurface.modelvertex3f_vertexbuffer = 0;
7021 rsurface.modelvertex3f_bufferoffset = 0;
7022 rsurface.modelsvector3f_vertexbuffer = 0;
7023 rsurface.modelsvector3f_bufferoffset = 0;
7024 rsurface.modeltvector3f_vertexbuffer = 0;
7025 rsurface.modeltvector3f_bufferoffset = 0;
7026 rsurface.modelnormal3f_vertexbuffer = 0;
7027 rsurface.modelnormal3f_bufferoffset = 0;
7031 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7032 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7033 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7034 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7035 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7036 rsurface.modelsvector3f = NULL;
7037 rsurface.modeltvector3f = NULL;
7038 rsurface.modelnormal3f = NULL;
7039 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7040 rsurface.modelvertex3f_vertexbuffer = NULL;
7041 rsurface.modelvertex3f_bufferoffset = 0;
7042 rsurface.modelvertex3f_vertexbuffer = 0;
7043 rsurface.modelvertex3f_bufferoffset = 0;
7044 rsurface.modelsvector3f_vertexbuffer = 0;
7045 rsurface.modelsvector3f_bufferoffset = 0;
7046 rsurface.modeltvector3f_vertexbuffer = 0;
7047 rsurface.modeltvector3f_bufferoffset = 0;
7048 rsurface.modelnormal3f_vertexbuffer = 0;
7049 rsurface.modelnormal3f_bufferoffset = 0;
7051 rsurface.modelgeneratedvertex = true;
7055 if (rsurface.entityskeletaltransform3x4)
7057 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7058 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7059 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7060 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7064 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7065 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7066 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7067 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7069 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7070 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7071 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7072 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7073 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7074 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7075 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7076 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7077 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7078 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7079 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7080 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7081 rsurface.modelgeneratedvertex = false;
7083 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7084 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7085 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7086 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7087 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7088 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7089 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7090 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7091 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7092 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7093 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7094 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7095 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7096 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7097 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7098 rsurface.modelelement3i = model->surfmesh.data_element3i;
7099 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7100 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7101 rsurface.modelelement3s = model->surfmesh.data_element3s;
7102 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7103 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7104 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7105 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7106 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7107 rsurface.modelsurfaces = model->data_surfaces;
7108 rsurface.batchgeneratedvertex = false;
7109 rsurface.batchfirstvertex = 0;
7110 rsurface.batchnumvertices = 0;
7111 rsurface.batchfirsttriangle = 0;
7112 rsurface.batchnumtriangles = 0;
7113 rsurface.batchvertex3f = NULL;
7114 rsurface.batchvertex3f_vertexbuffer = NULL;
7115 rsurface.batchvertex3f_bufferoffset = 0;
7116 rsurface.batchsvector3f = NULL;
7117 rsurface.batchsvector3f_vertexbuffer = NULL;
7118 rsurface.batchsvector3f_bufferoffset = 0;
7119 rsurface.batchtvector3f = NULL;
7120 rsurface.batchtvector3f_vertexbuffer = NULL;
7121 rsurface.batchtvector3f_bufferoffset = 0;
7122 rsurface.batchnormal3f = NULL;
7123 rsurface.batchnormal3f_vertexbuffer = NULL;
7124 rsurface.batchnormal3f_bufferoffset = 0;
7125 rsurface.batchlightmapcolor4f = NULL;
7126 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7127 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7128 rsurface.batchtexcoordtexture2f = NULL;
7129 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7130 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7131 rsurface.batchtexcoordlightmap2f = NULL;
7132 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7133 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7134 rsurface.batchskeletalindex4ub = NULL;
7135 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7136 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7137 rsurface.batchskeletalweight4ub = NULL;
7138 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7139 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7140 rsurface.batchelement3i = NULL;
7141 rsurface.batchelement3i_indexbuffer = NULL;
7142 rsurface.batchelement3i_bufferoffset = 0;
7143 rsurface.batchelement3s = NULL;
7144 rsurface.batchelement3s_indexbuffer = NULL;
7145 rsurface.batchelement3s_bufferoffset = 0;
7146 rsurface.forcecurrenttextureupdate = false;
7149 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, qbool wantnormals, qbool wanttangents)
7151 rsurface.entity = r_refdef.scene.worldentity;
7152 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7153 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7154 // A better approach could be making this copy only once per frame.
7155 static entity_render_t custom_entity;
7157 custom_entity = *rsurface.entity;
7158 for (q = 0; q < 3; ++q) {
7159 float colormod = q == 0 ? r : q == 1 ? g : b;
7160 custom_entity.render_fullbright[q] *= colormod;
7161 custom_entity.render_modellight_ambient[q] *= colormod;
7162 custom_entity.render_modellight_diffuse[q] *= colormod;
7163 custom_entity.render_lightmap_ambient[q] *= colormod;
7164 custom_entity.render_lightmap_diffuse[q] *= colormod;
7165 custom_entity.render_rtlight_diffuse[q] *= colormod;
7167 custom_entity.alpha *= a;
7168 rsurface.entity = &custom_entity;
7170 rsurface.skeleton = NULL;
7171 rsurface.ent_skinnum = 0;
7172 rsurface.ent_qwskin = -1;
7173 rsurface.ent_flags = entflags;
7174 rsurface.shadertime = r_refdef.scene.time - shadertime;
7175 rsurface.modelnumvertices = numvertices;
7176 rsurface.modelnumtriangles = numtriangles;
7177 rsurface.matrix = *matrix;
7178 rsurface.inversematrix = *inversematrix;
7179 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7180 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7181 R_EntityMatrix(&rsurface.matrix);
7182 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7183 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7184 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7185 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7186 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7187 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7188 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7189 rsurface.frameblend[0].lerp = 1;
7190 rsurface.ent_alttextures = false;
7191 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7192 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7193 rsurface.entityskeletaltransform3x4 = NULL;
7194 rsurface.entityskeletaltransform3x4buffer = NULL;
7195 rsurface.entityskeletaltransform3x4offset = 0;
7196 rsurface.entityskeletaltransform3x4size = 0;
7197 rsurface.entityskeletalnumtransforms = 0;
7198 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7199 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7200 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7201 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7204 rsurface.modelvertex3f = (float *)vertex3f;
7205 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7206 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7207 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7209 else if (wantnormals)
7211 rsurface.modelvertex3f = (float *)vertex3f;
7212 rsurface.modelsvector3f = NULL;
7213 rsurface.modeltvector3f = NULL;
7214 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7218 rsurface.modelvertex3f = (float *)vertex3f;
7219 rsurface.modelsvector3f = NULL;
7220 rsurface.modeltvector3f = NULL;
7221 rsurface.modelnormal3f = NULL;
7223 rsurface.modelvertex3f_vertexbuffer = 0;
7224 rsurface.modelvertex3f_bufferoffset = 0;
7225 rsurface.modelsvector3f_vertexbuffer = 0;
7226 rsurface.modelsvector3f_bufferoffset = 0;
7227 rsurface.modeltvector3f_vertexbuffer = 0;
7228 rsurface.modeltvector3f_bufferoffset = 0;
7229 rsurface.modelnormal3f_vertexbuffer = 0;
7230 rsurface.modelnormal3f_bufferoffset = 0;
7231 rsurface.modelgeneratedvertex = true;
7232 rsurface.modellightmapcolor4f = (float *)color4f;
7233 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7234 rsurface.modellightmapcolor4f_bufferoffset = 0;
7235 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7236 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7237 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7238 rsurface.modeltexcoordlightmap2f = NULL;
7239 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7240 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7241 rsurface.modelskeletalindex4ub = NULL;
7242 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7243 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7244 rsurface.modelskeletalweight4ub = NULL;
7245 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7246 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7247 rsurface.modelelement3i = (int *)element3i;
7248 rsurface.modelelement3i_indexbuffer = NULL;
7249 rsurface.modelelement3i_bufferoffset = 0;
7250 rsurface.modelelement3s = (unsigned short *)element3s;
7251 rsurface.modelelement3s_indexbuffer = NULL;
7252 rsurface.modelelement3s_bufferoffset = 0;
7253 rsurface.modellightmapoffsets = NULL;
7254 rsurface.modelsurfaces = NULL;
7255 rsurface.batchgeneratedvertex = false;
7256 rsurface.batchfirstvertex = 0;
7257 rsurface.batchnumvertices = 0;
7258 rsurface.batchfirsttriangle = 0;
7259 rsurface.batchnumtriangles = 0;
7260 rsurface.batchvertex3f = NULL;
7261 rsurface.batchvertex3f_vertexbuffer = NULL;
7262 rsurface.batchvertex3f_bufferoffset = 0;
7263 rsurface.batchsvector3f = NULL;
7264 rsurface.batchsvector3f_vertexbuffer = NULL;
7265 rsurface.batchsvector3f_bufferoffset = 0;
7266 rsurface.batchtvector3f = NULL;
7267 rsurface.batchtvector3f_vertexbuffer = NULL;
7268 rsurface.batchtvector3f_bufferoffset = 0;
7269 rsurface.batchnormal3f = NULL;
7270 rsurface.batchnormal3f_vertexbuffer = NULL;
7271 rsurface.batchnormal3f_bufferoffset = 0;
7272 rsurface.batchlightmapcolor4f = NULL;
7273 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7274 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7275 rsurface.batchtexcoordtexture2f = NULL;
7276 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7277 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7278 rsurface.batchtexcoordlightmap2f = NULL;
7279 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7280 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7281 rsurface.batchskeletalindex4ub = NULL;
7282 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7283 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7284 rsurface.batchskeletalweight4ub = NULL;
7285 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7286 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7287 rsurface.batchelement3i = NULL;
7288 rsurface.batchelement3i_indexbuffer = NULL;
7289 rsurface.batchelement3i_bufferoffset = 0;
7290 rsurface.batchelement3s = NULL;
7291 rsurface.batchelement3s_indexbuffer = NULL;
7292 rsurface.batchelement3s_bufferoffset = 0;
7293 rsurface.forcecurrenttextureupdate = true;
7295 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7297 if ((wantnormals || wanttangents) && !normal3f)
7299 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7300 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7302 if (wanttangents && !svector3f)
7304 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7305 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7306 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7311 float RSurf_FogPoint(const float *v)
7313 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7314 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7315 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7316 float FogHeightFade = r_refdef.fogheightfade;
7318 unsigned int fogmasktableindex;
7319 if (r_refdef.fogplaneviewabove)
7320 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7322 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7323 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7324 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7327 float RSurf_FogVertex(const float *v)
7329 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7330 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7331 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7332 float FogHeightFade = rsurface.fogheightfade;
7334 unsigned int fogmasktableindex;
7335 if (r_refdef.fogplaneviewabove)
7336 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7338 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7339 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7340 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7343 void RSurf_UploadBuffersForBatch(void)
7345 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7346 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7347 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7348 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7349 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7350 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7351 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7352 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7353 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7354 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7355 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7356 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7357 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7358 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7359 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7360 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7361 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7362 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7363 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7364 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7366 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7367 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7368 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7369 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7371 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7372 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7373 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7374 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7375 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7376 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7377 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7378 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7379 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7380 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7383 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7386 for (i = 0;i < numelements;i++)
7387 outelement3i[i] = inelement3i[i] + adjust;
7390 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7391 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7399 int surfacefirsttriangle;
7400 int surfacenumtriangles;
7401 int surfacefirstvertex;
7402 int surfaceendvertex;
7403 int surfacenumvertices;
7404 int batchnumsurfaces = texturenumsurfaces;
7405 int batchnumvertices;
7406 int batchnumtriangles;
7409 qbool dynamicvertex;
7412 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7415 q3shaderinfo_deform_t *deform;
7416 const msurface_t *surface, *firstsurface;
7417 if (!texturenumsurfaces)
7419 // find vertex range of this surface batch
7421 firstsurface = texturesurfacelist[0];
7422 firsttriangle = firstsurface->num_firsttriangle;
7423 batchnumvertices = 0;
7424 batchnumtriangles = 0;
7425 firstvertex = endvertex = firstsurface->num_firstvertex;
7426 for (i = 0;i < texturenumsurfaces;i++)
7428 surface = texturesurfacelist[i];
7429 if (surface != firstsurface + i)
7431 surfacefirstvertex = surface->num_firstvertex;
7432 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7433 surfacenumvertices = surface->num_vertices;
7434 surfacenumtriangles = surface->num_triangles;
7435 if (firstvertex > surfacefirstvertex)
7436 firstvertex = surfacefirstvertex;
7437 if (endvertex < surfaceendvertex)
7438 endvertex = surfaceendvertex;
7439 batchnumvertices += surfacenumvertices;
7440 batchnumtriangles += surfacenumtriangles;
7443 r_refdef.stats[r_stat_batch_batches]++;
7445 r_refdef.stats[r_stat_batch_withgaps]++;
7446 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7447 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7448 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7450 // we now know the vertex range used, and if there are any gaps in it
7451 rsurface.batchfirstvertex = firstvertex;
7452 rsurface.batchnumvertices = endvertex - firstvertex;
7453 rsurface.batchfirsttriangle = firsttriangle;
7454 rsurface.batchnumtriangles = batchnumtriangles;
7456 // check if any dynamic vertex processing must occur
7457 dynamicvertex = false;
7459 // we must use vertexbuffers for rendering, we can upload vertex buffers
7460 // easily enough but if the basevertex is non-zero it becomes more
7461 // difficult, so force dynamicvertex path in that case - it's suboptimal
7462 // but the most optimal case is to have the geometry sources provide their
7464 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7465 dynamicvertex = true;
7467 // a cvar to force the dynamic vertex path to be taken, for debugging
7468 if (r_batch_debugdynamicvertexpath.integer)
7472 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7473 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7474 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7475 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7477 dynamicvertex = true;
7480 // if there is a chance of animated vertex colors, it's a dynamic batch
7481 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7485 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7486 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7487 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7488 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7490 dynamicvertex = true;
7493 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7495 switch (deform->deform)
7498 case Q3DEFORM_PROJECTIONSHADOW:
7499 case Q3DEFORM_TEXT0:
7500 case Q3DEFORM_TEXT1:
7501 case Q3DEFORM_TEXT2:
7502 case Q3DEFORM_TEXT3:
7503 case Q3DEFORM_TEXT4:
7504 case Q3DEFORM_TEXT5:
7505 case Q3DEFORM_TEXT6:
7506 case Q3DEFORM_TEXT7:
7509 case Q3DEFORM_AUTOSPRITE:
7512 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7513 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7514 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7515 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7517 dynamicvertex = true;
7518 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7520 case Q3DEFORM_AUTOSPRITE2:
7523 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7524 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7525 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7526 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7528 dynamicvertex = true;
7529 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7531 case Q3DEFORM_NORMAL:
7534 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7535 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7536 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7537 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7539 dynamicvertex = true;
7540 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7543 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7544 break; // if wavefunc is a nop, ignore this transform
7547 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7548 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7549 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7550 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7552 dynamicvertex = true;
7553 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7555 case Q3DEFORM_BULGE:
7558 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7559 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7560 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7561 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7563 dynamicvertex = true;
7564 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7567 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7568 break; // if wavefunc is a nop, ignore this transform
7571 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7572 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7573 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7574 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7576 dynamicvertex = true;
7577 batchneed |= BATCHNEED_ARRAY_VERTEX;
7581 if (rsurface.texture->materialshaderpass)
7583 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7586 case Q3TCGEN_TEXTURE:
7588 case Q3TCGEN_LIGHTMAP:
7591 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7592 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7593 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7594 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7596 dynamicvertex = true;
7597 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7599 case Q3TCGEN_VECTOR:
7602 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7603 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7604 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7605 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7607 dynamicvertex = true;
7608 batchneed |= BATCHNEED_ARRAY_VERTEX;
7610 case Q3TCGEN_ENVIRONMENT:
7613 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7614 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7615 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7616 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7618 dynamicvertex = true;
7619 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7622 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7626 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7627 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7628 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7629 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7631 dynamicvertex = true;
7632 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7636 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7637 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7638 // we ensure this by treating the vertex batch as dynamic...
7639 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7643 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7644 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7645 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7646 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7648 dynamicvertex = true;
7651 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7652 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7653 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7655 rsurface.batchvertex3f = rsurface.modelvertex3f;
7656 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7657 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7658 rsurface.batchsvector3f = rsurface.modelsvector3f;
7659 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7660 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7661 rsurface.batchtvector3f = rsurface.modeltvector3f;
7662 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7663 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7664 rsurface.batchnormal3f = rsurface.modelnormal3f;
7665 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7666 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7667 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7668 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7669 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7670 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7671 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7672 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7673 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7674 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7675 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7676 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7677 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7678 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7679 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7680 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7681 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7682 rsurface.batchelement3i = rsurface.modelelement3i;
7683 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7684 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7685 rsurface.batchelement3s = rsurface.modelelement3s;
7686 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7687 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7688 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7689 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7690 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7691 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7692 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7694 // if any dynamic vertex processing has to occur in software, we copy the
7695 // entire surface list together before processing to rebase the vertices
7696 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7698 // if any gaps exist and we do not have a static vertex buffer, we have to
7699 // copy the surface list together to avoid wasting upload bandwidth on the
7700 // vertices in the gaps.
7702 // if gaps exist and we have a static vertex buffer, we can choose whether
7703 // to combine the index buffer ranges into one dynamic index buffer or
7704 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7706 // in many cases the batch is reduced to one draw call.
7708 rsurface.batchmultidraw = false;
7709 rsurface.batchmultidrawnumsurfaces = 0;
7710 rsurface.batchmultidrawsurfacelist = NULL;
7714 // static vertex data, just set pointers...
7715 rsurface.batchgeneratedvertex = false;
7716 // if there are gaps, we want to build a combined index buffer,
7717 // otherwise use the original static buffer with an appropriate offset
7720 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7721 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7722 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7723 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7724 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7726 rsurface.batchmultidraw = true;
7727 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7728 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7731 // build a new triangle elements array for this batch
7732 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7733 rsurface.batchfirsttriangle = 0;
7735 for (i = 0;i < texturenumsurfaces;i++)
7737 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7738 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7739 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7740 numtriangles += surfacenumtriangles;
7742 rsurface.batchelement3i_indexbuffer = NULL;
7743 rsurface.batchelement3i_bufferoffset = 0;
7744 rsurface.batchelement3s = NULL;
7745 rsurface.batchelement3s_indexbuffer = NULL;
7746 rsurface.batchelement3s_bufferoffset = 0;
7747 if (endvertex <= 65536)
7749 // make a 16bit (unsigned short) index array if possible
7750 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7751 for (i = 0;i < numtriangles*3;i++)
7752 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7757 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7758 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7759 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7760 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7765 // something needs software processing, do it for real...
7766 // we only directly handle separate array data in this case and then
7767 // generate interleaved data if needed...
7768 rsurface.batchgeneratedvertex = true;
7769 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7770 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7771 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7772 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7774 // now copy the vertex data into a combined array and make an index array
7775 // (this is what Quake3 does all the time)
7776 // we also apply any skeletal animation here that would have been done in
7777 // the vertex shader, because most of the dynamic vertex animation cases
7778 // need actual vertex positions and normals
7779 //if (dynamicvertex)
7781 rsurface.batchvertex3f = NULL;
7782 rsurface.batchvertex3f_vertexbuffer = NULL;
7783 rsurface.batchvertex3f_bufferoffset = 0;
7784 rsurface.batchsvector3f = NULL;
7785 rsurface.batchsvector3f_vertexbuffer = NULL;
7786 rsurface.batchsvector3f_bufferoffset = 0;
7787 rsurface.batchtvector3f = NULL;
7788 rsurface.batchtvector3f_vertexbuffer = NULL;
7789 rsurface.batchtvector3f_bufferoffset = 0;
7790 rsurface.batchnormal3f = NULL;
7791 rsurface.batchnormal3f_vertexbuffer = NULL;
7792 rsurface.batchnormal3f_bufferoffset = 0;
7793 rsurface.batchlightmapcolor4f = NULL;
7794 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7795 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7796 rsurface.batchtexcoordtexture2f = NULL;
7797 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7798 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7799 rsurface.batchtexcoordlightmap2f = NULL;
7800 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7801 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7802 rsurface.batchskeletalindex4ub = NULL;
7803 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7804 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7805 rsurface.batchskeletalweight4ub = NULL;
7806 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7807 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7808 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7809 rsurface.batchelement3i_indexbuffer = NULL;
7810 rsurface.batchelement3i_bufferoffset = 0;
7811 rsurface.batchelement3s = NULL;
7812 rsurface.batchelement3s_indexbuffer = NULL;
7813 rsurface.batchelement3s_bufferoffset = 0;
7814 rsurface.batchskeletaltransform3x4buffer = NULL;
7815 rsurface.batchskeletaltransform3x4offset = 0;
7816 rsurface.batchskeletaltransform3x4size = 0;
7817 // we'll only be setting up certain arrays as needed
7818 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7819 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7820 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7821 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7822 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7824 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7825 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7827 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7828 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7829 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7830 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7831 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7832 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7833 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7835 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7836 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7840 for (i = 0;i < texturenumsurfaces;i++)
7842 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7843 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7844 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7845 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7846 // copy only the data requested
7847 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7849 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7851 if (rsurface.batchvertex3f)
7852 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7854 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7856 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7858 if (rsurface.modelnormal3f)
7859 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7861 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7863 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7865 if (rsurface.modelsvector3f)
7867 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7868 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7872 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7873 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7876 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7878 if (rsurface.modellightmapcolor4f)
7879 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7881 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7883 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7885 if (rsurface.modeltexcoordtexture2f)
7886 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7888 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7890 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7892 if (rsurface.modeltexcoordlightmap2f)
7893 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7895 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7897 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7899 if (rsurface.modelskeletalindex4ub)
7901 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7902 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7906 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7907 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7908 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7909 for (j = 0;j < surfacenumvertices;j++)
7914 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7915 numvertices += surfacenumvertices;
7916 numtriangles += surfacenumtriangles;
7919 // generate a 16bit index array as well if possible
7920 // (in general, dynamic batches fit)
7921 if (numvertices <= 65536)
7923 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7924 for (i = 0;i < numtriangles*3;i++)
7925 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7928 // since we've copied everything, the batch now starts at 0
7929 rsurface.batchfirstvertex = 0;
7930 rsurface.batchnumvertices = batchnumvertices;
7931 rsurface.batchfirsttriangle = 0;
7932 rsurface.batchnumtriangles = batchnumtriangles;
7935 // apply skeletal animation that would have been done in the vertex shader
7936 if (rsurface.batchskeletaltransform3x4)
7938 const unsigned char *si;
7939 const unsigned char *sw;
7941 const float *b = rsurface.batchskeletaltransform3x4;
7942 float *vp, *vs, *vt, *vn;
7944 float m[3][4], n[3][4];
7945 float tp[3], ts[3], tt[3], tn[3];
7946 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7947 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7948 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7949 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7950 si = rsurface.batchskeletalindex4ub;
7951 sw = rsurface.batchskeletalweight4ub;
7952 vp = rsurface.batchvertex3f;
7953 vs = rsurface.batchsvector3f;
7954 vt = rsurface.batchtvector3f;
7955 vn = rsurface.batchnormal3f;
7956 memset(m[0], 0, sizeof(m));
7957 memset(n[0], 0, sizeof(n));
7958 for (i = 0;i < batchnumvertices;i++)
7960 t[0] = b + si[0]*12;
7963 // common case - only one matrix
7977 else if (sw[2] + sw[3])
7980 t[1] = b + si[1]*12;
7981 t[2] = b + si[2]*12;
7982 t[3] = b + si[3]*12;
7983 w[0] = sw[0] * (1.0f / 255.0f);
7984 w[1] = sw[1] * (1.0f / 255.0f);
7985 w[2] = sw[2] * (1.0f / 255.0f);
7986 w[3] = sw[3] * (1.0f / 255.0f);
7987 // blend the matrices
7988 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
7989 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
7990 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
7991 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
7992 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
7993 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
7994 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
7995 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
7996 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
7997 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
7998 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
7999 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8004 t[1] = b + si[1]*12;
8005 w[0] = sw[0] * (1.0f / 255.0f);
8006 w[1] = sw[1] * (1.0f / 255.0f);
8007 // blend the matrices
8008 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8009 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8010 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8011 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8012 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8013 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8014 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8015 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8016 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8017 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8018 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8019 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8023 // modify the vertex
8025 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8026 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8027 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8031 // the normal transformation matrix is a set of cross products...
8032 CrossProduct(m[1], m[2], n[0]);
8033 CrossProduct(m[2], m[0], n[1]);
8034 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8036 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8037 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8038 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8039 VectorNormalize(vn);
8044 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8045 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8046 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8047 VectorNormalize(vs);
8050 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8051 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8052 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8053 VectorNormalize(vt);
8058 rsurface.batchskeletaltransform3x4 = NULL;
8059 rsurface.batchskeletalnumtransforms = 0;
8062 // q1bsp surfaces rendered in vertex color mode have to have colors
8063 // calculated based on lightstyles
8064 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8066 // generate color arrays for the surfaces in this list
8071 const unsigned char *lm;
8072 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8073 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8074 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8076 for (i = 0;i < texturenumsurfaces;i++)
8078 surface = texturesurfacelist[i];
8079 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8080 surfacenumvertices = surface->num_vertices;
8081 if (surface->lightmapinfo->samples)
8083 for (j = 0;j < surfacenumvertices;j++)
8085 lm = surface->lightmapinfo->samples + offsets[j];
8086 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8087 VectorScale(lm, scale, c);
8088 if (surface->lightmapinfo->styles[1] != 255)
8090 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8092 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8093 VectorMA(c, scale, lm, c);
8094 if (surface->lightmapinfo->styles[2] != 255)
8097 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8098 VectorMA(c, scale, lm, c);
8099 if (surface->lightmapinfo->styles[3] != 255)
8102 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8103 VectorMA(c, scale, lm, c);
8110 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);
8116 for (j = 0;j < surfacenumvertices;j++)
8118 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8125 // if vertices are deformed (sprite flares and things in maps, possibly
8126 // water waves, bulges and other deformations), modify the copied vertices
8128 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8131 switch (deform->deform)
8134 case Q3DEFORM_PROJECTIONSHADOW:
8135 case Q3DEFORM_TEXT0:
8136 case Q3DEFORM_TEXT1:
8137 case Q3DEFORM_TEXT2:
8138 case Q3DEFORM_TEXT3:
8139 case Q3DEFORM_TEXT4:
8140 case Q3DEFORM_TEXT5:
8141 case Q3DEFORM_TEXT6:
8142 case Q3DEFORM_TEXT7:
8145 case Q3DEFORM_AUTOSPRITE:
8146 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8147 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8148 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8149 VectorNormalize(newforward);
8150 VectorNormalize(newright);
8151 VectorNormalize(newup);
8152 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8153 // rsurface.batchvertex3f_vertexbuffer = NULL;
8154 // rsurface.batchvertex3f_bufferoffset = 0;
8155 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8156 // rsurface.batchsvector3f_vertexbuffer = NULL;
8157 // rsurface.batchsvector3f_bufferoffset = 0;
8158 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8159 // rsurface.batchtvector3f_vertexbuffer = NULL;
8160 // rsurface.batchtvector3f_bufferoffset = 0;
8161 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8162 // rsurface.batchnormal3f_vertexbuffer = NULL;
8163 // rsurface.batchnormal3f_bufferoffset = 0;
8164 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8165 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8166 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8167 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8168 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);
8169 // a single autosprite surface can contain multiple sprites...
8170 for (j = 0;j < batchnumvertices - 3;j += 4)
8172 VectorClear(center);
8173 for (i = 0;i < 4;i++)
8174 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8175 VectorScale(center, 0.25f, center);
8176 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8177 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8178 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8179 for (i = 0;i < 4;i++)
8181 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8182 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8185 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8186 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8187 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);
8189 case Q3DEFORM_AUTOSPRITE2:
8190 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8191 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8192 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8193 VectorNormalize(newforward);
8194 VectorNormalize(newright);
8195 VectorNormalize(newup);
8196 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8197 // rsurface.batchvertex3f_vertexbuffer = NULL;
8198 // rsurface.batchvertex3f_bufferoffset = 0;
8200 const float *v1, *v2;
8210 memset(shortest, 0, sizeof(shortest));
8211 // a single autosprite surface can contain multiple sprites...
8212 for (j = 0;j < batchnumvertices - 3;j += 4)
8214 VectorClear(center);
8215 for (i = 0;i < 4;i++)
8216 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8217 VectorScale(center, 0.25f, center);
8218 // find the two shortest edges, then use them to define the
8219 // axis vectors for rotating around the central axis
8220 for (i = 0;i < 6;i++)
8222 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8223 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8224 l = VectorDistance2(v1, v2);
8225 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8227 l += (1.0f / 1024.0f);
8228 if (shortest[0].length2 > l || i == 0)
8230 shortest[1] = shortest[0];
8231 shortest[0].length2 = l;
8232 shortest[0].v1 = v1;
8233 shortest[0].v2 = v2;
8235 else if (shortest[1].length2 > l || i == 1)
8237 shortest[1].length2 = l;
8238 shortest[1].v1 = v1;
8239 shortest[1].v2 = v2;
8242 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8243 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8244 // this calculates the right vector from the shortest edge
8245 // and the up vector from the edge midpoints
8246 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8247 VectorNormalize(right);
8248 VectorSubtract(end, start, up);
8249 VectorNormalize(up);
8250 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8251 VectorSubtract(rsurface.localvieworigin, center, forward);
8252 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8253 VectorNegate(forward, forward);
8254 VectorReflect(forward, 0, up, forward);
8255 VectorNormalize(forward);
8256 CrossProduct(up, forward, newright);
8257 VectorNormalize(newright);
8258 // rotate the quad around the up axis vector, this is made
8259 // especially easy by the fact we know the quad is flat,
8260 // so we only have to subtract the center position and
8261 // measure distance along the right vector, and then
8262 // multiply that by the newright vector and add back the
8264 // we also need to subtract the old position to undo the
8265 // displacement from the center, which we do with a
8266 // DotProduct, the subtraction/addition of center is also
8267 // optimized into DotProducts here
8268 l = DotProduct(right, center);
8269 for (i = 0;i < 4;i++)
8271 v1 = rsurface.batchvertex3f + 3*(j+i);
8272 f = DotProduct(right, v1) - l;
8273 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8277 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8279 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8280 // rsurface.batchnormal3f_vertexbuffer = NULL;
8281 // rsurface.batchnormal3f_bufferoffset = 0;
8282 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8284 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8286 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8287 // rsurface.batchsvector3f_vertexbuffer = NULL;
8288 // rsurface.batchsvector3f_bufferoffset = 0;
8289 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8290 // rsurface.batchtvector3f_vertexbuffer = NULL;
8291 // rsurface.batchtvector3f_bufferoffset = 0;
8292 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);
8295 case Q3DEFORM_NORMAL:
8296 // deform the normals to make reflections wavey
8297 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8298 rsurface.batchnormal3f_vertexbuffer = NULL;
8299 rsurface.batchnormal3f_bufferoffset = 0;
8300 for (j = 0;j < batchnumvertices;j++)
8303 float *normal = rsurface.batchnormal3f + 3*j;
8304 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8305 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8306 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8307 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8308 VectorNormalize(normal);
8310 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8312 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8313 // rsurface.batchsvector3f_vertexbuffer = NULL;
8314 // rsurface.batchsvector3f_bufferoffset = 0;
8315 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8316 // rsurface.batchtvector3f_vertexbuffer = NULL;
8317 // rsurface.batchtvector3f_bufferoffset = 0;
8318 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);
8322 // deform vertex array to make wavey water and flags and such
8323 waveparms[0] = deform->waveparms[0];
8324 waveparms[1] = deform->waveparms[1];
8325 waveparms[2] = deform->waveparms[2];
8326 waveparms[3] = deform->waveparms[3];
8327 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8328 break; // if wavefunc is a nop, don't make a dynamic vertex array
8329 // this is how a divisor of vertex influence on deformation
8330 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8331 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8332 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8333 // rsurface.batchvertex3f_vertexbuffer = NULL;
8334 // rsurface.batchvertex3f_bufferoffset = 0;
8335 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8336 // rsurface.batchnormal3f_vertexbuffer = NULL;
8337 // rsurface.batchnormal3f_bufferoffset = 0;
8338 for (j = 0;j < batchnumvertices;j++)
8340 // if the wavefunc depends on time, evaluate it per-vertex
8343 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8344 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8346 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8348 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8349 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8350 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8352 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8353 // rsurface.batchsvector3f_vertexbuffer = NULL;
8354 // rsurface.batchsvector3f_bufferoffset = 0;
8355 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8356 // rsurface.batchtvector3f_vertexbuffer = NULL;
8357 // rsurface.batchtvector3f_bufferoffset = 0;
8358 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);
8361 case Q3DEFORM_BULGE:
8362 // deform vertex array to make the surface have moving bulges
8363 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8364 // rsurface.batchvertex3f_vertexbuffer = NULL;
8365 // rsurface.batchvertex3f_bufferoffset = 0;
8366 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8367 // rsurface.batchnormal3f_vertexbuffer = NULL;
8368 // rsurface.batchnormal3f_bufferoffset = 0;
8369 for (j = 0;j < batchnumvertices;j++)
8371 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8372 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8374 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8375 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8376 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8378 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8379 // rsurface.batchsvector3f_vertexbuffer = NULL;
8380 // rsurface.batchsvector3f_bufferoffset = 0;
8381 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8382 // rsurface.batchtvector3f_vertexbuffer = NULL;
8383 // rsurface.batchtvector3f_bufferoffset = 0;
8384 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);
8388 // deform vertex array
8389 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8390 break; // if wavefunc is a nop, don't make a dynamic vertex array
8391 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8392 VectorScale(deform->parms, scale, waveparms);
8393 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8394 // rsurface.batchvertex3f_vertexbuffer = NULL;
8395 // rsurface.batchvertex3f_bufferoffset = 0;
8396 for (j = 0;j < batchnumvertices;j++)
8397 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8402 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8404 // generate texcoords based on the chosen texcoord source
8405 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8408 case Q3TCGEN_TEXTURE:
8410 case Q3TCGEN_LIGHTMAP:
8411 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8412 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8413 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8414 if (rsurface.batchtexcoordlightmap2f)
8415 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8417 case Q3TCGEN_VECTOR:
8418 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8419 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8420 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8421 for (j = 0;j < batchnumvertices;j++)
8423 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8424 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8427 case Q3TCGEN_ENVIRONMENT:
8428 // make environment reflections using a spheremap
8429 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8430 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8431 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8432 for (j = 0;j < batchnumvertices;j++)
8434 // identical to Q3A's method, but executed in worldspace so
8435 // carried models can be shiny too
8437 float viewer[3], d, reflected[3], worldreflected[3];
8439 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8440 // VectorNormalize(viewer);
8442 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8444 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8445 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8446 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8447 // note: this is proportinal to viewer, so we can normalize later
8449 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8450 VectorNormalize(worldreflected);
8452 // note: this sphere map only uses world x and z!
8453 // so positive and negative y will LOOK THE SAME.
8454 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8455 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8459 // the only tcmod that needs software vertex processing is turbulent, so
8460 // check for it here and apply the changes if needed
8461 // and we only support that as the first one
8462 // (handling a mixture of turbulent and other tcmods would be problematic
8463 // without punting it entirely to a software path)
8464 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8466 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8467 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8468 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8469 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8470 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8471 for (j = 0;j < batchnumvertices;j++)
8473 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);
8474 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8480 void RSurf_DrawBatch(void)
8482 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8483 // through the pipeline, killing it earlier in the pipeline would have
8484 // per-surface overhead rather than per-batch overhead, so it's best to
8485 // reject it here, before it hits glDraw.
8486 if (rsurface.batchnumtriangles == 0)
8489 // batch debugging code
8490 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8496 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8497 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8500 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8502 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8504 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8505 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);
8512 if (rsurface.batchmultidraw)
8514 // issue multiple draws rather than copying index data
8515 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8516 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8517 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8518 for (i = 0;i < numsurfaces;)
8520 // combine consecutive surfaces as one draw
8521 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8522 if (surfacelist[j] != surfacelist[k] + 1)
8524 firstvertex = surfacelist[i]->num_firstvertex;
8525 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8526 firsttriangle = surfacelist[i]->num_firsttriangle;
8527 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8528 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8534 // there is only one consecutive run of index data (may have been combined)
8535 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);
8539 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8541 // pick the closest matching water plane
8542 int planeindex, vertexindex, bestplaneindex = -1;
8546 r_waterstate_waterplane_t *p;
8547 qbool prepared = false;
8549 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8551 if(p->camera_entity != rsurface.texture->camera_entity)
8556 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8558 if(rsurface.batchnumvertices == 0)
8561 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8563 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8564 d += fabs(PlaneDiff(vert, &p->plane));
8566 if (bestd > d || bestplaneindex < 0)
8569 bestplaneindex = planeindex;
8572 return bestplaneindex;
8573 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8574 // this situation though, as it might be better to render single larger
8575 // batches with useless stuff (backface culled for example) than to
8576 // render multiple smaller batches
8579 void RSurf_SetupDepthAndCulling(void)
8581 // submodels are biased to avoid z-fighting with world surfaces that they
8582 // may be exactly overlapping (avoids z-fighting artifacts on certain
8583 // doors and things in Quake maps)
8584 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8585 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8586 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8587 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8590 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8594 float p[3], mins[3], maxs[3];
8596 // transparent sky would be ridiculous
8597 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8599 R_SetupShader_Generic_NoTexture(false, false);
8600 skyrenderlater = true;
8601 RSurf_SetupDepthAndCulling();
8604 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8605 if (r_sky_scissor.integer)
8607 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8608 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8610 Matrix4x4_Transform(&rsurface.matrix, v, p);
8613 if (mins[0] > p[0]) mins[0] = p[0];
8614 if (mins[1] > p[1]) mins[1] = p[1];
8615 if (mins[2] > p[2]) mins[2] = p[2];
8616 if (maxs[0] < p[0]) maxs[0] = p[0];
8617 if (maxs[1] < p[1]) maxs[1] = p[1];
8618 if (maxs[2] < p[2]) maxs[2] = p[2];
8622 VectorCopy(p, mins);
8623 VectorCopy(p, maxs);
8626 if (!R_ScissorForBBox(mins, maxs, scissor))
8630 if (skyscissor[0] > scissor[0])
8632 skyscissor[2] += skyscissor[0] - scissor[0];
8633 skyscissor[0] = scissor[0];
8635 if (skyscissor[1] > scissor[1])
8637 skyscissor[3] += skyscissor[1] - scissor[1];
8638 skyscissor[1] = scissor[1];
8640 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8641 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8642 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8643 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8646 Vector4Copy(scissor, skyscissor);
8650 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8651 // skymasking on them, and Quake3 never did sky masking (unlike
8652 // software Quake and software Quake2), so disable the sky masking
8653 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8654 // and skymasking also looks very bad when noclipping outside the
8655 // level, so don't use it then either.
8656 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8658 R_Mesh_ResetTextureState();
8659 if (skyrendermasked)
8661 R_SetupShader_DepthOrShadow(false, false, false);
8662 // depth-only (masking)
8663 GL_ColorMask(0, 0, 0, 0);
8664 // just to make sure that braindead drivers don't draw
8665 // anything despite that colormask...
8666 GL_BlendFunc(GL_ZERO, GL_ONE);
8667 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8668 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8672 R_SetupShader_Generic_NoTexture(false, false);
8674 GL_BlendFunc(GL_ONE, GL_ZERO);
8675 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8676 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8677 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8680 if (skyrendermasked)
8681 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8683 R_Mesh_ResetTextureState();
8684 GL_Color(1, 1, 1, 1);
8687 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8688 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8689 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8691 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8695 // render screenspace normalmap to texture
8697 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
8702 // bind lightmap texture
8704 // water/refraction/reflection/camera surfaces have to be handled specially
8705 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8707 int start, end, startplaneindex;
8708 for (start = 0;start < texturenumsurfaces;start = end)
8710 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8711 if(startplaneindex < 0)
8713 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8714 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8718 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8720 // now that we have a batch using the same planeindex, render it
8721 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8723 // render water or distortion background
8725 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8727 // blend surface on top
8728 GL_DepthMask(false);
8729 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
8732 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8734 // render surface with reflection texture as input
8735 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8736 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8743 // render surface batch normally
8744 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8745 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
8749 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8753 int texturesurfaceindex;
8755 const msurface_t *surface;
8756 float surfacecolor4f[4];
8758 // R_Mesh_ResetTextureState();
8759 R_SetupShader_Generic_NoTexture(false, false);
8761 GL_BlendFunc(GL_ONE, GL_ZERO);
8762 GL_DepthMask(writedepth);
8764 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8766 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8768 surface = texturesurfacelist[texturesurfaceindex];
8769 k = (int)(((size_t)surface) / sizeof(msurface_t));
8770 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8771 for (j = 0;j < surface->num_vertices;j++)
8773 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8777 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8781 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8784 RSurf_SetupDepthAndCulling();
8785 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8787 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8790 switch (vid.renderpath)
8792 case RENDERPATH_GL32:
8793 case RENDERPATH_GLES2:
8794 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8800 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8803 int texturenumsurfaces, endsurface;
8805 const msurface_t *surface;
8806 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8808 RSurf_ActiveModelEntity(ent, true, true, false);
8810 if (r_transparentdepthmasking.integer)
8812 qbool setup = false;
8813 for (i = 0;i < numsurfaces;i = j)
8816 surface = rsurface.modelsurfaces + surfacelist[i];
8817 texture = surface->texture;
8818 rsurface.texture = R_GetCurrentTexture(texture);
8819 rsurface.lightmaptexture = NULL;
8820 rsurface.deluxemaptexture = NULL;
8821 rsurface.uselightmaptexture = false;
8822 // scan ahead until we find a different texture
8823 endsurface = min(i + 1024, numsurfaces);
8824 texturenumsurfaces = 0;
8825 texturesurfacelist[texturenumsurfaces++] = surface;
8826 for (;j < endsurface;j++)
8828 surface = rsurface.modelsurfaces + surfacelist[j];
8829 if (texture != surface->texture)
8831 texturesurfacelist[texturenumsurfaces++] = surface;
8833 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8835 // render the range of surfaces as depth
8839 GL_ColorMask(0,0,0,0);
8842 GL_BlendFunc(GL_ONE, GL_ZERO);
8844 // R_Mesh_ResetTextureState();
8846 RSurf_SetupDepthAndCulling();
8847 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8848 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8849 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8853 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8856 for (i = 0;i < numsurfaces;i = j)
8859 surface = rsurface.modelsurfaces + surfacelist[i];
8860 texture = surface->texture;
8861 rsurface.texture = R_GetCurrentTexture(texture);
8862 // scan ahead until we find a different texture
8863 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8864 texturenumsurfaces = 0;
8865 texturesurfacelist[texturenumsurfaces++] = surface;
8866 rsurface.lightmaptexture = surface->lightmaptexture;
8867 rsurface.deluxemaptexture = surface->deluxemaptexture;
8868 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8869 for (;j < endsurface;j++)
8871 surface = rsurface.modelsurfaces + surfacelist[j];
8872 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8874 texturesurfacelist[texturenumsurfaces++] = surface;
8876 // render the range of surfaces
8877 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8879 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8882 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8884 // transparent surfaces get pushed off into the transparent queue
8885 int surfacelistindex;
8886 const msurface_t *surface;
8887 vec3_t tempcenter, center;
8888 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8890 surface = texturesurfacelist[surfacelistindex];
8891 if (r_transparent_sortsurfacesbynearest.integer)
8893 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8894 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8895 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8899 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8900 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8901 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8903 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8904 if (rsurface.entity->transparent_offset) // transparent offset
8906 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8907 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8908 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8910 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8914 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8916 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8918 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8920 RSurf_SetupDepthAndCulling();
8921 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8922 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8923 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8927 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8931 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8933 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8936 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8938 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8939 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8941 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8943 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8944 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8945 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8947 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8949 // in the deferred case, transparent surfaces were queued during prepass
8950 if (!r_shadow_usingdeferredprepass)
8951 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8955 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8956 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8961 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8965 R_FrameData_SetMark();
8966 // break the surface list down into batches by texture and use of lightmapping
8967 for (i = 0;i < numsurfaces;i = j)
8970 // texture is the base texture pointer, rsurface.texture is the
8971 // current frame/skin the texture is directing us to use (for example
8972 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8973 // use skin 1 instead)
8974 texture = surfacelist[i]->texture;
8975 rsurface.texture = R_GetCurrentTexture(texture);
8976 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8978 // if this texture is not the kind we want, skip ahead to the next one
8979 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8983 if(depthonly || prepass)
8985 rsurface.lightmaptexture = NULL;
8986 rsurface.deluxemaptexture = NULL;
8987 rsurface.uselightmaptexture = false;
8988 // simply scan ahead until we find a different texture or lightmap state
8989 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8994 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
8995 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
8996 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8997 // simply scan ahead until we find a different texture or lightmap state
8998 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9001 // render the range of surfaces
9002 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9004 R_FrameData_ReturnToMark();
9007 float locboxvertex3f[6*4*3] =
9009 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9010 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9011 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9012 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9013 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9014 1,0,0, 0,0,0, 0,1,0, 1,1,0
9017 unsigned short locboxelements[6*2*3] =
9027 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9030 cl_locnode_t *loc = (cl_locnode_t *)ent;
9032 float vertex3f[6*4*3];
9034 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9035 GL_DepthMask(false);
9036 GL_DepthRange(0, 1);
9037 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9039 GL_CullFace(GL_NONE);
9040 R_EntityMatrix(&identitymatrix);
9042 // R_Mesh_ResetTextureState();
9045 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9046 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9047 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9048 surfacelist[0] < 0 ? 0.5f : 0.125f);
9050 if (VectorCompare(loc->mins, loc->maxs))
9052 VectorSet(size, 2, 2, 2);
9053 VectorMA(loc->mins, -0.5f, size, mins);
9057 VectorCopy(loc->mins, mins);
9058 VectorSubtract(loc->maxs, loc->mins, size);
9061 for (i = 0;i < 6*4*3;)
9062 for (j = 0;j < 3;j++, i++)
9063 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9065 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9066 R_SetupShader_Generic_NoTexture(false, false);
9067 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9070 void R_DrawLocs(void)
9073 cl_locnode_t *loc, *nearestloc;
9075 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9076 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9078 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9079 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9083 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9085 if (decalsystem->decals)
9086 Mem_Free(decalsystem->decals);
9087 memset(decalsystem, 0, sizeof(*decalsystem));
9090 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9096 // expand or initialize the system
9097 if (decalsystem->maxdecals <= decalsystem->numdecals)
9099 decalsystem_t old = *decalsystem;
9100 qbool useshortelements;
9101 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9102 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9103 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)));
9104 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9105 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9106 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9107 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9108 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9109 if (decalsystem->numdecals)
9110 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9112 Mem_Free(old.decals);
9113 for (i = 0;i < decalsystem->maxdecals*3;i++)
9114 decalsystem->element3i[i] = i;
9115 if (useshortelements)
9116 for (i = 0;i < decalsystem->maxdecals*3;i++)
9117 decalsystem->element3s[i] = i;
9120 // grab a decal and search for another free slot for the next one
9121 decals = decalsystem->decals;
9122 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9123 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9125 decalsystem->freedecal = i;
9126 if (decalsystem->numdecals <= i)
9127 decalsystem->numdecals = i + 1;
9129 // initialize the decal
9131 decal->triangleindex = triangleindex;
9132 decal->surfaceindex = surfaceindex;
9133 decal->decalsequence = decalsequence;
9134 decal->color4f[0][0] = c0[0];
9135 decal->color4f[0][1] = c0[1];
9136 decal->color4f[0][2] = c0[2];
9137 decal->color4f[0][3] = 1;
9138 decal->color4f[1][0] = c1[0];
9139 decal->color4f[1][1] = c1[1];
9140 decal->color4f[1][2] = c1[2];
9141 decal->color4f[1][3] = 1;
9142 decal->color4f[2][0] = c2[0];
9143 decal->color4f[2][1] = c2[1];
9144 decal->color4f[2][2] = c2[2];
9145 decal->color4f[2][3] = 1;
9146 decal->vertex3f[0][0] = v0[0];
9147 decal->vertex3f[0][1] = v0[1];
9148 decal->vertex3f[0][2] = v0[2];
9149 decal->vertex3f[1][0] = v1[0];
9150 decal->vertex3f[1][1] = v1[1];
9151 decal->vertex3f[1][2] = v1[2];
9152 decal->vertex3f[2][0] = v2[0];
9153 decal->vertex3f[2][1] = v2[1];
9154 decal->vertex3f[2][2] = v2[2];
9155 decal->texcoord2f[0][0] = t0[0];
9156 decal->texcoord2f[0][1] = t0[1];
9157 decal->texcoord2f[1][0] = t1[0];
9158 decal->texcoord2f[1][1] = t1[1];
9159 decal->texcoord2f[2][0] = t2[0];
9160 decal->texcoord2f[2][1] = t2[1];
9161 TriangleNormal(v0, v1, v2, decal->plane);
9162 VectorNormalize(decal->plane);
9163 decal->plane[3] = DotProduct(v0, decal->plane);
9166 extern cvar_t cl_decals_bias;
9167 extern cvar_t cl_decals_models;
9168 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9169 // baseparms, parms, temps
9170 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9175 const float *vertex3f;
9176 const float *normal3f;
9178 float points[2][9][3];
9185 e = rsurface.modelelement3i + 3*triangleindex;
9187 vertex3f = rsurface.modelvertex3f;
9188 normal3f = rsurface.modelnormal3f;
9192 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9194 index = 3*e[cornerindex];
9195 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9200 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9202 index = 3*e[cornerindex];
9203 VectorCopy(vertex3f + index, v[cornerindex]);
9208 //TriangleNormal(v[0], v[1], v[2], normal);
9209 //if (DotProduct(normal, localnormal) < 0.0f)
9211 // clip by each of the box planes formed from the projection matrix
9212 // if anything survives, we emit the decal
9213 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]);
9216 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]);
9219 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]);
9222 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]);
9225 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]);
9228 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]);
9231 // some part of the triangle survived, so we have to accept it...
9234 // dynamic always uses the original triangle
9236 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9238 index = 3*e[cornerindex];
9239 VectorCopy(vertex3f + index, v[cornerindex]);
9242 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9244 // convert vertex positions to texcoords
9245 Matrix4x4_Transform(projection, v[cornerindex], temp);
9246 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9247 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9248 // calculate distance fade from the projection origin
9249 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9250 f = bound(0.0f, f, 1.0f);
9251 c[cornerindex][0] = r * f;
9252 c[cornerindex][1] = g * f;
9253 c[cornerindex][2] = b * f;
9254 c[cornerindex][3] = 1.0f;
9255 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9258 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);
9260 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9261 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);
9263 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9265 matrix4x4_t projection;
9266 decalsystem_t *decalsystem;
9269 const msurface_t *surface;
9270 const msurface_t *surfaces;
9271 const texture_t *texture;
9275 float localorigin[3];
9276 float localnormal[3];
9284 int bih_triangles_count;
9285 int bih_triangles[256];
9286 int bih_surfaces[256];
9288 decalsystem = &ent->decalsystem;
9290 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9292 R_DecalSystem_Reset(&ent->decalsystem);
9296 if (!model->brush.data_leafs && !cl_decals_models.integer)
9298 if (decalsystem->model)
9299 R_DecalSystem_Reset(decalsystem);
9303 if (decalsystem->model != model)
9304 R_DecalSystem_Reset(decalsystem);
9305 decalsystem->model = model;
9307 RSurf_ActiveModelEntity(ent, true, false, false);
9309 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9310 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9311 VectorNormalize(localnormal);
9312 localsize = worldsize*rsurface.inversematrixscale;
9313 localmins[0] = localorigin[0] - localsize;
9314 localmins[1] = localorigin[1] - localsize;
9315 localmins[2] = localorigin[2] - localsize;
9316 localmaxs[0] = localorigin[0] + localsize;
9317 localmaxs[1] = localorigin[1] + localsize;
9318 localmaxs[2] = localorigin[2] + localsize;
9320 //VectorCopy(localnormal, planes[4]);
9321 //VectorVectors(planes[4], planes[2], planes[0]);
9322 AnglesFromVectors(angles, localnormal, NULL, false);
9323 AngleVectors(angles, planes[0], planes[2], planes[4]);
9324 VectorNegate(planes[0], planes[1]);
9325 VectorNegate(planes[2], planes[3]);
9326 VectorNegate(planes[4], planes[5]);
9327 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9328 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9329 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9330 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9331 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9332 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9337 matrix4x4_t forwardprojection;
9338 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9339 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9344 float projectionvector[4][3];
9345 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9346 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9347 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9348 projectionvector[0][0] = planes[0][0] * ilocalsize;
9349 projectionvector[0][1] = planes[1][0] * ilocalsize;
9350 projectionvector[0][2] = planes[2][0] * ilocalsize;
9351 projectionvector[1][0] = planes[0][1] * ilocalsize;
9352 projectionvector[1][1] = planes[1][1] * ilocalsize;
9353 projectionvector[1][2] = planes[2][1] * ilocalsize;
9354 projectionvector[2][0] = planes[0][2] * ilocalsize;
9355 projectionvector[2][1] = planes[1][2] * ilocalsize;
9356 projectionvector[2][2] = planes[2][2] * ilocalsize;
9357 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9358 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9359 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9360 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9364 dynamic = model->surfmesh.isanimated;
9365 surfaces = model->data_surfaces;
9368 bih_triangles_count = -1;
9371 if(model->render_bih.numleafs)
9372 bih = &model->render_bih;
9373 else if(model->collision_bih.numleafs)
9374 bih = &model->collision_bih;
9377 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9378 if(bih_triangles_count == 0)
9380 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9382 if(bih_triangles_count > 0)
9384 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9386 surfaceindex = bih_surfaces[triangleindex];
9387 surface = surfaces + surfaceindex;
9388 texture = surface->texture;
9391 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9393 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9395 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9400 for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
9402 surface = surfaces + surfaceindex;
9403 // check cull box first because it rejects more than any other check
9404 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9406 // skip transparent surfaces
9407 texture = surface->texture;
9410 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9412 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9414 numtriangles = surface->num_triangles;
9415 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9416 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9421 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9422 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9424 int renderentityindex;
9427 entity_render_t *ent;
9429 worldmins[0] = worldorigin[0] - worldsize;
9430 worldmins[1] = worldorigin[1] - worldsize;
9431 worldmins[2] = worldorigin[2] - worldsize;
9432 worldmaxs[0] = worldorigin[0] + worldsize;
9433 worldmaxs[1] = worldorigin[1] + worldsize;
9434 worldmaxs[2] = worldorigin[2] + worldsize;
9436 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9438 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9440 ent = r_refdef.scene.entities[renderentityindex];
9441 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9444 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9448 typedef struct r_decalsystem_splatqueue_s
9455 unsigned int decalsequence;
9457 r_decalsystem_splatqueue_t;
9459 int r_decalsystem_numqueued = 0;
9460 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9462 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)
9464 r_decalsystem_splatqueue_t *queue;
9466 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9469 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9470 VectorCopy(worldorigin, queue->worldorigin);
9471 VectorCopy(worldnormal, queue->worldnormal);
9472 Vector4Set(queue->color, r, g, b, a);
9473 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9474 queue->worldsize = worldsize;
9475 queue->decalsequence = cl.decalsequence++;
9478 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9481 r_decalsystem_splatqueue_t *queue;
9483 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9484 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);
9485 r_decalsystem_numqueued = 0;
9488 extern cvar_t cl_decals_max;
9489 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9492 decalsystem_t *decalsystem = &ent->decalsystem;
9494 unsigned int killsequence;
9499 if (!decalsystem->numdecals)
9502 if (r_showsurfaces.integer)
9505 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9507 R_DecalSystem_Reset(decalsystem);
9511 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9512 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9514 if (decalsystem->lastupdatetime)
9515 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9518 decalsystem->lastupdatetime = r_refdef.scene.time;
9519 numdecals = decalsystem->numdecals;
9521 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9523 if (decal->color4f[0][3])
9525 decal->lived += frametime;
9526 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9528 memset(decal, 0, sizeof(*decal));
9529 if (decalsystem->freedecal > i)
9530 decalsystem->freedecal = i;
9534 decal = decalsystem->decals;
9535 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9538 // collapse the array by shuffling the tail decals into the gaps
9541 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9542 decalsystem->freedecal++;
9543 if (decalsystem->freedecal == numdecals)
9545 decal[decalsystem->freedecal] = decal[--numdecals];
9548 decalsystem->numdecals = numdecals;
9552 // if there are no decals left, reset decalsystem
9553 R_DecalSystem_Reset(decalsystem);
9557 extern skinframe_t *decalskinframe;
9558 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9561 decalsystem_t *decalsystem = &ent->decalsystem;
9570 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9573 numdecals = decalsystem->numdecals;
9577 if (r_showsurfaces.integer)
9580 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9582 R_DecalSystem_Reset(decalsystem);
9586 // if the model is static it doesn't matter what value we give for
9587 // wantnormals and wanttangents, so this logic uses only rules applicable
9588 // to a model, knowing that they are meaningless otherwise
9589 RSurf_ActiveModelEntity(ent, false, false, false);
9591 decalsystem->lastupdatetime = r_refdef.scene.time;
9593 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9595 // update vertex positions for animated models
9596 v3f = decalsystem->vertex3f;
9597 c4f = decalsystem->color4f;
9598 t2f = decalsystem->texcoord2f;
9599 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9601 if (!decal->color4f[0][3])
9604 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9608 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9611 // update color values for fading decals
9612 if (decal->lived >= cl_decals_time.value)
9613 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9617 c4f[ 0] = decal->color4f[0][0] * alpha;
9618 c4f[ 1] = decal->color4f[0][1] * alpha;
9619 c4f[ 2] = decal->color4f[0][2] * alpha;
9621 c4f[ 4] = decal->color4f[1][0] * alpha;
9622 c4f[ 5] = decal->color4f[1][1] * alpha;
9623 c4f[ 6] = decal->color4f[1][2] * alpha;
9625 c4f[ 8] = decal->color4f[2][0] * alpha;
9626 c4f[ 9] = decal->color4f[2][1] * alpha;
9627 c4f[10] = decal->color4f[2][2] * alpha;
9630 t2f[0] = decal->texcoord2f[0][0];
9631 t2f[1] = decal->texcoord2f[0][1];
9632 t2f[2] = decal->texcoord2f[1][0];
9633 t2f[3] = decal->texcoord2f[1][1];
9634 t2f[4] = decal->texcoord2f[2][0];
9635 t2f[5] = decal->texcoord2f[2][1];
9637 // update vertex positions for animated models
9638 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9640 e = rsurface.modelelement3i + 3*decal->triangleindex;
9641 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9642 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9643 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9647 VectorCopy(decal->vertex3f[0], v3f);
9648 VectorCopy(decal->vertex3f[1], v3f + 3);
9649 VectorCopy(decal->vertex3f[2], v3f + 6);
9652 if (r_refdef.fogenabled)
9654 alpha = RSurf_FogVertex(v3f);
9655 VectorScale(c4f, alpha, c4f);
9656 alpha = RSurf_FogVertex(v3f + 3);
9657 VectorScale(c4f + 4, alpha, c4f + 4);
9658 alpha = RSurf_FogVertex(v3f + 6);
9659 VectorScale(c4f + 8, alpha, c4f + 8);
9670 r_refdef.stats[r_stat_drawndecals] += numtris;
9672 // now render the decals all at once
9673 // (this assumes they all use one particle font texture!)
9674 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);
9675 // R_Mesh_ResetTextureState();
9676 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9677 GL_DepthMask(false);
9678 GL_DepthRange(0, 1);
9679 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9681 GL_CullFace(GL_NONE);
9682 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9683 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9684 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9688 static void R_DrawModelDecals(void)
9692 // fade faster when there are too many decals
9693 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9694 for (i = 0;i < r_refdef.scene.numentities;i++)
9695 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9697 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9698 for (i = 0;i < r_refdef.scene.numentities;i++)
9699 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9700 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9702 R_DecalSystem_ApplySplatEntitiesQueue();
9704 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9705 for (i = 0;i < r_refdef.scene.numentities;i++)
9706 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9708 r_refdef.stats[r_stat_totaldecals] += numdecals;
9710 if (r_showsurfaces.integer || !r_drawdecals.integer)
9713 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9715 for (i = 0;i < r_refdef.scene.numentities;i++)
9717 if (!r_refdef.viewcache.entityvisible[i])
9719 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9720 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9724 static void R_DrawDebugModel(void)
9726 entity_render_t *ent = rsurface.entity;
9728 const msurface_t *surface;
9729 model_t *model = ent->model;
9731 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9734 if (r_showoverdraw.value > 0)
9736 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9737 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9738 R_SetupShader_Generic_NoTexture(false, false);
9739 GL_DepthTest(false);
9740 GL_DepthMask(false);
9741 GL_DepthRange(0, 1);
9742 GL_BlendFunc(GL_ONE, GL_ONE);
9743 for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
9745 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9747 surface = model->data_surfaces + j;
9748 rsurface.texture = R_GetCurrentTexture(surface->texture);
9749 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9751 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9752 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9753 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9754 GL_Color(c, 0, 0, 1.0f);
9755 else if (ent == r_refdef.scene.worldentity)
9756 GL_Color(c, c, c, 1.0f);
9758 GL_Color(0, c, 0, 1.0f);
9759 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9763 rsurface.texture = NULL;
9766 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9768 // R_Mesh_ResetTextureState();
9769 R_SetupShader_Generic_NoTexture(false, false);
9770 GL_DepthRange(0, 1);
9771 GL_DepthTest(!r_showdisabledepthtest.integer);
9772 GL_DepthMask(false);
9773 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9775 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9779 qbool cullbox = false;
9780 const q3mbrush_t *brush;
9781 const bih_t *bih = &model->collision_bih;
9782 const bih_leaf_t *bihleaf;
9783 float vertex3f[3][3];
9784 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9785 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9787 if (cullbox && R_CullFrustum(bihleaf->mins, bihleaf->maxs))
9789 switch (bihleaf->type)
9792 brush = model->brush.data_brushes + bihleaf->itemindex;
9793 if (brush->colbrushf && brush->colbrushf->numtriangles)
9795 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);
9796 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9797 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9800 case BIH_COLLISIONTRIANGLE:
9801 triangleindex = bihleaf->itemindex;
9802 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9803 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9804 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9805 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);
9806 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9807 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9809 case BIH_RENDERTRIANGLE:
9810 triangleindex = bihleaf->itemindex;
9811 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9812 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9813 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9814 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);
9815 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9816 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9822 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9825 if (r_showtris.value > 0 && qglPolygonMode)
9827 if (r_showdisabledepthtest.integer)
9829 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9830 GL_DepthMask(false);
9834 GL_BlendFunc(GL_ONE, GL_ZERO);
9837 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9838 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9840 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9842 surface = model->data_surfaces + j;
9843 rsurface.texture = R_GetCurrentTexture(surface->texture);
9844 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9846 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9847 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9848 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9849 else if (ent == r_refdef.scene.worldentity)
9850 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9852 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9853 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9857 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9858 rsurface.texture = NULL;
9862 // FIXME! implement r_shownormals with just triangles
9863 if (r_shownormals.value != 0 && qglBegin)
9867 if (r_showdisabledepthtest.integer)
9869 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9870 GL_DepthMask(false);
9874 GL_BlendFunc(GL_ONE, GL_ZERO);
9877 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9879 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9881 surface = model->data_surfaces + j;
9882 rsurface.texture = R_GetCurrentTexture(surface->texture);
9883 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9885 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9887 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9889 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9891 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9892 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9893 qglVertex3f(v[0], v[1], v[2]);
9894 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9895 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9896 qglVertex3f(v[0], v[1], v[2]);
9899 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9901 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9903 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9904 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9905 qglVertex3f(v[0], v[1], v[2]);
9906 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9907 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9908 qglVertex3f(v[0], v[1], v[2]);
9911 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9913 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9915 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9916 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9917 qglVertex3f(v[0], v[1], v[2]);
9918 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9919 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9920 qglVertex3f(v[0], v[1], v[2]);
9923 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9925 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9927 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9928 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9929 qglVertex3f(v[0], v[1], v[2]);
9930 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9931 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9932 qglVertex3f(v[0], v[1], v[2]);
9939 rsurface.texture = NULL;
9945 int r_maxsurfacelist = 0;
9946 const msurface_t **r_surfacelist = NULL;
9947 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
9949 int i, j, flagsmask;
9950 model_t *model = ent->model;
9951 msurface_t *surfaces;
9952 unsigned char *update;
9953 int numsurfacelist = 0;
9957 if (r_maxsurfacelist < model->num_surfaces)
9959 r_maxsurfacelist = model->num_surfaces;
9961 Mem_Free((msurface_t **)r_surfacelist);
9962 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9965 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9966 RSurf_ActiveModelEntity(ent, false, false, false);
9968 RSurf_ActiveModelEntity(ent, true, true, true);
9970 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
9972 RSurf_ActiveModelEntity(ent, true, true, false);
9974 surfaces = model->data_surfaces;
9975 update = model->brushq1.lightmapupdateflags;
9977 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9982 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9986 // check if this is an empty model
9987 if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
9990 rsurface.lightmaptexture = NULL;
9991 rsurface.deluxemaptexture = NULL;
9992 rsurface.uselightmaptexture = false;
9993 rsurface.texture = NULL;
9994 rsurface.rtlight = NULL;
9997 // add visible surfaces to draw list
9998 if (ent == r_refdef.scene.worldentity)
10000 // for the world entity, check surfacevisible
10001 for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
10003 j = model->modelsurfaces_sorted[i];
10004 if (r_refdef.viewcache.world_surfacevisible[j])
10005 r_surfacelist[numsurfacelist++] = surfaces + j;
10008 // don't do anything if there were no surfaces added (none of the world entity is visible)
10009 if (!numsurfacelist)
10011 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10017 // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
10018 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10019 r_surfacelist[numsurfacelist++] = surfaces + i;
10023 // add all surfaces
10024 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10025 r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
10029 * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
10030 * using style chains because most styles do not change on most frames, and most
10031 * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
10032 * break this rule and animate most surfaces.
10034 if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
10036 model_brush_lightstyleinfo_t *style;
10038 // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
10039 for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
10041 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10043 int* list = style->surfacelist;
10044 style->value = r_refdef.scene.lightstylevalue[style->style];
10045 // Value changed - mark the surfaces belonging to this style chain as dirty
10046 for (j = 0; j < style->numsurfaces; j++)
10047 update[list[j]] = true;
10050 // Now check if update flags are set on any surfaces that are visible
10051 if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
10054 * We can do less frequent texture uploads (approximately 10hz for animated
10055 * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
10056 * For optimal efficiency, this includes the submodels of the worldmodel, so we
10057 * use model->num_surfaces, not nummodelsurfaces.
10059 for (i = 0; i < model->num_surfaces;i++)
10061 R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
10065 for (i = 0; i < numsurfacelist; i++)
10066 if (update[r_surfacelist[i] - surfaces])
10067 R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
10071 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10073 // add to stats if desired
10074 if (r_speeds.integer && !skysurfaces && !depthonly)
10076 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10077 for (j = 0;j < numsurfacelist;j++)
10078 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10081 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10084 void R_DebugLine(vec3_t start, vec3_t end)
10086 model_t *mod = CL_Mesh_UI();
10088 int e0, e1, e2, e3;
10089 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10090 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10091 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10094 // transform to screen coords first
10095 Vector4Set(w[0], start[0], start[1], start[2], 1);
10096 Vector4Set(w[1], end[0], end[1], end[2], 1);
10097 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10098 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10099 x1 = s[0][0] * vid_conwidth.value / vid.width;
10100 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10101 x2 = s[1][0] * vid_conwidth.value / vid.width;
10102 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10103 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10105 // add the line to the UI mesh for drawing later
10107 // width is measured in real pixels
10108 if (fabs(x2 - x1) > fabs(y2 - y1))
10111 offsety = 0.5f * width * vid_conheight.value / vid.height;
10115 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10118 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10119 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10120 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10121 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10122 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10123 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10124 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10129 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10131 static texture_t texture;
10133 // fake enough texture and surface state to render this geometry
10135 texture.update_lastrenderframe = -1; // regenerate this texture
10136 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10137 texture.basealpha = 1.0f;
10138 texture.currentskinframe = skinframe;
10139 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10140 texture.offsetmapping = OFFSETMAPPING_OFF;
10141 texture.offsetscale = 1;
10142 texture.specularscalemod = 1;
10143 texture.specularpowermod = 1;
10144 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10146 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10149 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10151 static msurface_t surface;
10152 const msurface_t *surfacelist = &surface;
10154 // fake enough texture and surface state to render this geometry
10155 surface.texture = texture;
10156 surface.num_triangles = numtriangles;
10157 surface.num_firsttriangle = firsttriangle;
10158 surface.num_vertices = numvertices;
10159 surface.num_firstvertex = firstvertex;
10162 rsurface.texture = R_GetCurrentTexture(surface.texture);
10163 rsurface.lightmaptexture = NULL;
10164 rsurface.deluxemaptexture = NULL;
10165 rsurface.uselightmaptexture = false;
10166 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);