2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_CLIENT | CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
208 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
210 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
211 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
213 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
214 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
215 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
216 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
217 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
218 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
220 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
221 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
222 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
223 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
224 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
225 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
227 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
228 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
229 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
231 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
233 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
235 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
237 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
239 cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
240 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
241 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
242 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
244 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
245 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
247 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
249 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
250 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
252 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
258 extern cvar_t v_glslgamma_2d;
260 extern qboolean v_flipped_state;
262 r_framebufferstate_t r_fb;
264 /// shadow volume bsp struct with automatically growing nodes buffer
267 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
269 rtexture_t *r_texture_blanknormalmap;
270 rtexture_t *r_texture_white;
271 rtexture_t *r_texture_grey128;
272 rtexture_t *r_texture_black;
273 rtexture_t *r_texture_notexture;
274 rtexture_t *r_texture_whitecube;
275 rtexture_t *r_texture_normalizationcube;
276 rtexture_t *r_texture_fogattenuation;
277 rtexture_t *r_texture_fogheighttexture;
278 rtexture_t *r_texture_gammaramps;
279 unsigned int r_texture_gammaramps_serial;
280 //rtexture_t *r_texture_fogintensity;
281 rtexture_t *r_texture_reflectcube;
283 // TODO: hash lookups?
284 typedef struct cubemapinfo_s
291 int r_texture_numcubemaps;
292 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
294 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
295 unsigned int r_numqueries;
296 unsigned int r_maxqueries;
298 typedef struct r_qwskincache_s
300 char name[MAX_QPATH];
301 skinframe_t *skinframe;
305 static r_qwskincache_t *r_qwskincache;
306 static int r_qwskincache_size;
308 /// vertex coordinates for a quad that covers the screen exactly
309 extern const float r_screenvertex3f[12];
310 const float r_screenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set(&cvars_all, "gl_fogenable", "0");
351 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
352 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
353 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
354 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 //=======================================================================================================================================================
624 typedef struct shaderpermutationinfo_s
629 shaderpermutationinfo_t;
631 typedef struct shadermodeinfo_s
633 const char *sourcebasename;
634 const char *extension;
635 const char **builtinshaderstrings;
644 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
645 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
647 {"#define USEDIFFUSE\n", " diffuse"},
648 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
649 {"#define USEVIEWTINT\n", " viewtint"},
650 {"#define USECOLORMAPPING\n", " colormapping"},
651 {"#define USESATURATION\n", " saturation"},
652 {"#define USEFOGINSIDE\n", " foginside"},
653 {"#define USEFOGOUTSIDE\n", " fogoutside"},
654 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
655 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
656 {"#define USEGAMMARAMPS\n", " gammaramps"},
657 {"#define USECUBEFILTER\n", " cubefilter"},
658 {"#define USEGLOW\n", " glow"},
659 {"#define USEBLOOM\n", " bloom"},
660 {"#define USESPECULAR\n", " specular"},
661 {"#define USEPOSTPROCESSING\n", " postprocessing"},
662 {"#define USEREFLECTION\n", " reflection"},
663 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
664 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
665 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
666 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
667 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
668 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
669 {"#define USEALPHAKILL\n", " alphakill"},
670 {"#define USEREFLECTCUBE\n", " reflectcube"},
671 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
672 {"#define USEBOUNCEGRID\n", " bouncegrid"},
673 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
674 {"#define USETRIPPY\n", " trippy"},
675 {"#define USEDEPTHRGB\n", " depthrgb"},
676 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
677 {"#define USESKELETAL\n", " skeletal"},
678 {"#define USEOCCLUDE\n", " occlude"}
681 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
682 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
684 // SHADERLANGUAGE_GLSL
686 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
687 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
693 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
694 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
710 struct r_glsl_permutation_s *hashnext;
712 dpuint64 permutation;
714 /// indicates if we have tried compiling this permutation already
716 /// 0 if compilation failed
718 // texture units assigned to each detected uniform
719 int tex_Texture_First;
720 int tex_Texture_Second;
721 int tex_Texture_GammaRamps;
722 int tex_Texture_Normal;
723 int tex_Texture_Color;
724 int tex_Texture_Gloss;
725 int tex_Texture_Glow;
726 int tex_Texture_SecondaryNormal;
727 int tex_Texture_SecondaryColor;
728 int tex_Texture_SecondaryGloss;
729 int tex_Texture_SecondaryGlow;
730 int tex_Texture_Pants;
731 int tex_Texture_Shirt;
732 int tex_Texture_FogHeightTexture;
733 int tex_Texture_FogMask;
734 int tex_Texture_LightGrid;
735 int tex_Texture_Lightmap;
736 int tex_Texture_Deluxemap;
737 int tex_Texture_Attenuation;
738 int tex_Texture_Cube;
739 int tex_Texture_Refraction;
740 int tex_Texture_Reflection;
741 int tex_Texture_ShadowMap2D;
742 int tex_Texture_CubeProjection;
743 int tex_Texture_ScreenNormalMap;
744 int tex_Texture_ScreenDiffuse;
745 int tex_Texture_ScreenSpecular;
746 int tex_Texture_ReflectMask;
747 int tex_Texture_ReflectCube;
748 int tex_Texture_BounceGrid;
749 /// locations of detected uniforms in program object, or -1 if not found
750 int loc_Texture_First;
751 int loc_Texture_Second;
752 int loc_Texture_GammaRamps;
753 int loc_Texture_Normal;
754 int loc_Texture_Color;
755 int loc_Texture_Gloss;
756 int loc_Texture_Glow;
757 int loc_Texture_SecondaryNormal;
758 int loc_Texture_SecondaryColor;
759 int loc_Texture_SecondaryGloss;
760 int loc_Texture_SecondaryGlow;
761 int loc_Texture_Pants;
762 int loc_Texture_Shirt;
763 int loc_Texture_FogHeightTexture;
764 int loc_Texture_FogMask;
765 int loc_Texture_LightGrid;
766 int loc_Texture_Lightmap;
767 int loc_Texture_Deluxemap;
768 int loc_Texture_Attenuation;
769 int loc_Texture_Cube;
770 int loc_Texture_Refraction;
771 int loc_Texture_Reflection;
772 int loc_Texture_ShadowMap2D;
773 int loc_Texture_CubeProjection;
774 int loc_Texture_ScreenNormalMap;
775 int loc_Texture_ScreenDiffuse;
776 int loc_Texture_ScreenSpecular;
777 int loc_Texture_ReflectMask;
778 int loc_Texture_ReflectCube;
779 int loc_Texture_BounceGrid;
781 int loc_BloomBlur_Parameters;
783 int loc_Color_Ambient;
784 int loc_Color_Diffuse;
785 int loc_Color_Specular;
789 int loc_DeferredColor_Ambient;
790 int loc_DeferredColor_Diffuse;
791 int loc_DeferredColor_Specular;
792 int loc_DeferredMod_Diffuse;
793 int loc_DeferredMod_Specular;
794 int loc_DistortScaleRefractReflect;
797 int loc_FogHeightFade;
799 int loc_FogPlaneViewDist;
800 int loc_FogRangeRecip;
803 int loc_LightGridMatrix;
804 int loc_LightGridNormalMatrix;
805 int loc_LightPosition;
806 int loc_OffsetMapping_ScaleSteps;
807 int loc_OffsetMapping_LodDistance;
808 int loc_OffsetMapping_Bias;
810 int loc_ReflectColor;
811 int loc_ReflectFactor;
812 int loc_ReflectOffset;
813 int loc_RefractColor;
815 int loc_ScreenCenterRefractReflect;
816 int loc_ScreenScaleRefractReflect;
817 int loc_ScreenToDepth;
818 int loc_ShadowMap_Parameters;
819 int loc_ShadowMap_TextureScale;
820 int loc_SpecularPower;
821 int loc_Skeletal_Transform12;
827 int loc_ViewTintColor;
829 int loc_ModelToLight;
831 int loc_BackgroundTexMatrix;
832 int loc_ModelViewProjectionMatrix;
833 int loc_ModelViewMatrix;
834 int loc_PixelToScreenTexCoord;
835 int loc_ModelToReflectCube;
836 int loc_ShadowMapMatrix;
837 int loc_BloomColorSubtract;
838 int loc_NormalmapScrollBlend;
839 int loc_BounceGridMatrix;
840 int loc_BounceGridIntensity;
841 /// uniform block bindings
842 int ubibind_Skeletal_Transform12_UniformBlock;
843 /// uniform block indices
844 int ubiloc_Skeletal_Transform12_UniformBlock;
846 r_glsl_permutation_t;
848 #define SHADERPERMUTATION_HASHSIZE 256
851 // non-degradable "lightweight" shader parameters to keep the permutations simpler
852 // these can NOT degrade! only use for simple stuff
855 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
856 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
857 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
858 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
859 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
860 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
861 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
862 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
863 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
864 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
865 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
866 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
867 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
868 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
870 #define SHADERSTATICPARMS_COUNT 14
872 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
873 static int shaderstaticparms_count = 0;
875 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
876 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
878 extern qboolean r_shadow_shadowmapsampler;
879 extern int r_shadow_shadowmappcf;
880 qboolean R_CompileShader_CheckStaticParms(void)
882 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
883 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
884 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
887 if (r_glsl_saturation_redcompensate.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
889 if (r_glsl_vertextextureblend_usebothalphas.integer)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
891 if (r_shadow_glossexact.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
893 if (r_glsl_postprocess.integer)
895 if (r_glsl_postprocess_uservec1_enable.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
897 if (r_glsl_postprocess_uservec2_enable.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
899 if (r_glsl_postprocess_uservec3_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
901 if (r_glsl_postprocess_uservec4_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
906 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
909 if (r_shadow_shadowmapsampler)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
911 if (r_shadow_shadowmappcf > 1)
912 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
913 else if (r_shadow_shadowmappcf)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
915 if (r_celshading.integer)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
917 if (r_celoutlines.integer)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
920 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
923 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
924 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
925 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
927 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
928 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
930 shaderstaticparms_count = 0;
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
949 /// information about each possible shader permutation
950 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
951 /// currently selected permutation
952 r_glsl_permutation_t *r_glsl_permutation;
953 /// storage for permutations linked in the hash table
954 memexpandablearray_t r_glsl_permutationarray;
956 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
958 //unsigned int hashdepth = 0;
959 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
960 r_glsl_permutation_t *p;
961 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
963 if (p->mode == mode && p->permutation == permutation)
965 //if (hashdepth > 10)
966 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
971 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
973 p->permutation = permutation;
974 p->hashnext = r_glsl_permutationhash[mode][hashindex];
975 r_glsl_permutationhash[mode][hashindex] = p;
976 //if (hashdepth > 10)
977 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
981 static char *R_ShaderStrCat(const char **strings)
984 const char **p = strings;
987 for (p = strings;(t = *p);p++)
990 s = string = (char *)Mem_Alloc(r_main_mempool, len);
992 for (p = strings;(t = *p);p++)
1002 static char *R_ShaderStrCat(const char **strings);
1003 static void R_InitShaderModeInfo(void)
1006 shadermodeinfo_t *modeinfo;
1007 // 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)
1008 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1010 for (i = 0; i < SHADERMODE_COUNT; i++)
1012 char filename[MAX_QPATH];
1013 modeinfo = &shadermodeinfo[language][i];
1014 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1015 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1016 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1017 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1022 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1025 // if the mode has no filename we have to return the builtin string
1026 if (builtinonly || !modeinfo->filename)
1027 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1028 // note that FS_LoadFile appends a 0 byte to make it a valid string
1029 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1032 if (printfromdisknotice)
1033 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1034 return shaderstring;
1036 // fall back to builtinstring
1037 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1040 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1045 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1047 char permutationname[256];
1048 int vertstrings_count = 0;
1049 int geomstrings_count = 0;
1050 int fragstrings_count = 0;
1051 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1052 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1053 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1060 permutationname[0] = 0;
1061 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1063 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1065 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1066 if(vid.support.glshaderversion >= 140)
1068 vertstrings_list[vertstrings_count++] = "#version 140\n";
1069 geomstrings_list[geomstrings_count++] = "#version 140\n";
1070 fragstrings_list[fragstrings_count++] = "#version 140\n";
1071 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1072 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1073 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1075 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1076 else if(vid.support.glshaderversion >= 130)
1078 vertstrings_list[vertstrings_count++] = "#version 130\n";
1079 geomstrings_list[geomstrings_count++] = "#version 130\n";
1080 fragstrings_list[fragstrings_count++] = "#version 130\n";
1081 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1082 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1083 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1085 // if we can do #version 120, we should (this adds the invariant keyword)
1086 else if(vid.support.glshaderversion >= 120)
1088 vertstrings_list[vertstrings_count++] = "#version 120\n";
1089 geomstrings_list[geomstrings_count++] = "#version 120\n";
1090 fragstrings_list[fragstrings_count++] = "#version 120\n";
1091 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1092 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1093 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1095 // GLES also adds several things from GLSL120
1096 switch(vid.renderpath)
1098 case RENDERPATH_GLES2:
1099 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1100 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1101 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1107 // the first pretext is which type of shader to compile as
1108 // (later these will all be bound together as a program object)
1109 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1110 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1111 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1113 // the second pretext is the mode (for example a light source)
1114 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1115 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1116 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1117 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1119 // now add all the permutation pretexts
1120 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1122 if (permutation & (1ll<<i))
1124 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1125 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1126 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1127 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1131 // keep line numbers correct
1132 vertstrings_list[vertstrings_count++] = "\n";
1133 geomstrings_list[geomstrings_count++] = "\n";
1134 fragstrings_list[fragstrings_count++] = "\n";
1139 R_CompileShader_AddStaticParms(mode, permutation);
1140 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1141 vertstrings_count += shaderstaticparms_count;
1142 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1143 geomstrings_count += shaderstaticparms_count;
1144 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 fragstrings_count += shaderstaticparms_count;
1147 // now append the shader text itself
1148 vertstrings_list[vertstrings_count++] = sourcestring;
1149 geomstrings_list[geomstrings_count++] = sourcestring;
1150 fragstrings_list[fragstrings_count++] = sourcestring;
1152 // we don't currently use geometry shaders for anything, so just empty the list
1153 geomstrings_count = 0;
1155 // compile the shader program
1156 if (vertstrings_count + geomstrings_count + fragstrings_count)
1157 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1161 qglUseProgram(p->program);CHECKGLERROR
1162 // look up all the uniform variable names we care about, so we don't
1163 // have to look them up every time we set them
1168 GLint activeuniformindex = 0;
1169 GLint numactiveuniforms = 0;
1170 char uniformname[128];
1171 GLsizei uniformnamelength = 0;
1172 GLint uniformsize = 0;
1173 GLenum uniformtype = 0;
1174 memset(uniformname, 0, sizeof(uniformname));
1175 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1176 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1177 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1179 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1180 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1185 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1186 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1187 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1188 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1189 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1190 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1191 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1192 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1193 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1194 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1195 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1196 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1197 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1198 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1199 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1200 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1201 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1202 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1203 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1204 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1205 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1206 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1207 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1208 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1209 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1210 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1211 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1212 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1213 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1214 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1215 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1216 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1217 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1218 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1219 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1220 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1221 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1222 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1223 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1224 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1225 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1226 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1227 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1228 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1229 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1230 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1231 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1232 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1233 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1234 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1235 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1236 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1237 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1238 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1239 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1240 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1241 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1242 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1243 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1244 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1245 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1246 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1247 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1248 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1249 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1250 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1251 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1252 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1253 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1254 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1255 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1256 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1257 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1258 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1259 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1260 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1261 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1262 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1263 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1264 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1265 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1266 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1267 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1268 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1269 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1270 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1271 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1272 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1273 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1274 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1275 // initialize the samplers to refer to the texture units we use
1276 p->tex_Texture_First = -1;
1277 p->tex_Texture_Second = -1;
1278 p->tex_Texture_GammaRamps = -1;
1279 p->tex_Texture_Normal = -1;
1280 p->tex_Texture_Color = -1;
1281 p->tex_Texture_Gloss = -1;
1282 p->tex_Texture_Glow = -1;
1283 p->tex_Texture_SecondaryNormal = -1;
1284 p->tex_Texture_SecondaryColor = -1;
1285 p->tex_Texture_SecondaryGloss = -1;
1286 p->tex_Texture_SecondaryGlow = -1;
1287 p->tex_Texture_Pants = -1;
1288 p->tex_Texture_Shirt = -1;
1289 p->tex_Texture_FogHeightTexture = -1;
1290 p->tex_Texture_FogMask = -1;
1291 p->tex_Texture_LightGrid = -1;
1292 p->tex_Texture_Lightmap = -1;
1293 p->tex_Texture_Deluxemap = -1;
1294 p->tex_Texture_Attenuation = -1;
1295 p->tex_Texture_Cube = -1;
1296 p->tex_Texture_Refraction = -1;
1297 p->tex_Texture_Reflection = -1;
1298 p->tex_Texture_ShadowMap2D = -1;
1299 p->tex_Texture_CubeProjection = -1;
1300 p->tex_Texture_ScreenNormalMap = -1;
1301 p->tex_Texture_ScreenDiffuse = -1;
1302 p->tex_Texture_ScreenSpecular = -1;
1303 p->tex_Texture_ReflectMask = -1;
1304 p->tex_Texture_ReflectCube = -1;
1305 p->tex_Texture_BounceGrid = -1;
1306 // bind the texture samplers in use
1308 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1309 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1310 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1311 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1312 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1313 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1314 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1315 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1316 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1317 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1318 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1319 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1320 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1321 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1322 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1323 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1324 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1325 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1326 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1327 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1328 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1329 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1330 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1331 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1332 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1333 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1334 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1335 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1336 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1337 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1338 // get the uniform block indices so we can bind them
1339 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1340 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1341 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1343 // clear the uniform block bindings
1344 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1345 // bind the uniform blocks in use
1347 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1348 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1350 // we're done compiling and setting up the shader, at least until it is used
1352 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1355 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1359 Mem_Free(sourcestring);
1362 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1364 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1365 if (r_glsl_permutation != perm)
1367 r_glsl_permutation = perm;
1368 if (!r_glsl_permutation->program)
1370 if (!r_glsl_permutation->compiled)
1372 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1373 R_GLSL_CompilePermutation(perm, mode, permutation);
1375 if (!r_glsl_permutation->program)
1377 // remove features until we find a valid permutation
1379 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1381 // reduce i more quickly whenever it would not remove any bits
1382 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1383 if (!(permutation & j))
1386 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1387 if (!r_glsl_permutation->compiled)
1388 R_GLSL_CompilePermutation(perm, mode, permutation);
1389 if (r_glsl_permutation->program)
1392 if (i >= SHADERPERMUTATION_COUNT)
1394 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1395 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1396 qglUseProgram(0);CHECKGLERROR
1397 return; // no bit left to clear, entire mode is broken
1402 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1404 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1405 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1406 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1410 void R_GLSL_Restart_f(cmd_state_t *cmd)
1412 unsigned int i, limit;
1413 switch(vid.renderpath)
1415 case RENDERPATH_GL32:
1416 case RENDERPATH_GLES2:
1418 r_glsl_permutation_t *p;
1419 r_glsl_permutation = NULL;
1420 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1421 for (i = 0;i < limit;i++)
1423 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1425 GL_Backend_FreeProgram(p->program);
1426 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1429 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1435 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1437 int i, language, mode, dupe;
1439 shadermodeinfo_t *modeinfo;
1442 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1444 modeinfo = shadermodeinfo[language];
1445 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1447 // don't dump the same file multiple times (most or all shaders come from the same file)
1448 for (dupe = mode - 1;dupe >= 0;dupe--)
1449 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1453 text = modeinfo[mode].builtinstring;
1456 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1459 FS_Print(file, "/* The engine may define the following macros:\n");
1460 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1461 for (i = 0;i < SHADERMODE_COUNT;i++)
1462 FS_Print(file, modeinfo[i].pretext);
1463 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1464 FS_Print(file, shaderpermutationinfo[i].pretext);
1465 FS_Print(file, "*/\n");
1466 FS_Print(file, text);
1468 Con_Printf("%s written\n", modeinfo[mode].filename);
1471 Con_Errorf("failed to write to %s\n", modeinfo[mode].filename);
1476 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1478 dpuint64 permutation = 0;
1479 if (r_trippy.integer && !notrippy)
1480 permutation |= SHADERPERMUTATION_TRIPPY;
1481 permutation |= SHADERPERMUTATION_VIEWTINT;
1483 permutation |= SHADERPERMUTATION_DIFFUSE;
1484 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1485 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1486 if (suppresstexalpha)
1487 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1488 if (vid.allowalphatocoverage)
1489 GL_AlphaToCoverage(false);
1490 switch (vid.renderpath)
1492 case RENDERPATH_GL32:
1493 case RENDERPATH_GLES2:
1494 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1495 if (r_glsl_permutation->tex_Texture_First >= 0)
1496 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1497 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1498 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1503 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1505 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1508 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1510 dpuint64 permutation = 0;
1511 if (r_trippy.integer && !notrippy)
1512 permutation |= SHADERPERMUTATION_TRIPPY;
1514 permutation |= SHADERPERMUTATION_DEPTHRGB;
1516 permutation |= SHADERPERMUTATION_SKELETAL;
1518 if (vid.allowalphatocoverage)
1519 GL_AlphaToCoverage(false);
1520 switch (vid.renderpath)
1522 case RENDERPATH_GL32:
1523 case RENDERPATH_GLES2:
1524 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1525 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1526 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);
1532 #define BLENDFUNC_ALLOWS_COLORMOD 1
1533 #define BLENDFUNC_ALLOWS_FOG 2
1534 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1535 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1536 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1537 static int R_BlendFuncFlags(int src, int dst)
1541 // a blendfunc allows colormod if:
1542 // a) it can never keep the destination pixel invariant, or
1543 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1544 // this is to prevent unintended side effects from colormod
1546 // a blendfunc allows fog if:
1547 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1548 // this is to prevent unintended side effects from fog
1550 // these checks are the output of fogeval.pl
1552 r |= BLENDFUNC_ALLOWS_COLORMOD;
1553 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1554 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1555 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1557 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1558 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1559 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1560 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1561 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1562 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1563 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1564 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1565 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1566 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1567 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1568 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1569 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1570 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1571 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1572 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1573 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1578 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1580 // select a permutation of the lighting shader appropriate to this
1581 // combination of texture, entity, light source, and fogging, only use the
1582 // minimum features necessary to avoid wasting rendering time in the
1583 // fragment shader on features that are not being used
1584 dpuint64 permutation = 0;
1585 unsigned int mode = 0;
1587 texture_t *t = rsurface.texture;
1589 matrix4x4_t tempmatrix;
1590 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1591 if (r_trippy.integer && !notrippy)
1592 permutation |= SHADERPERMUTATION_TRIPPY;
1593 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1594 permutation |= SHADERPERMUTATION_ALPHAKILL;
1595 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1596 permutation |= SHADERPERMUTATION_OCCLUDE;
1597 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1598 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1599 if (rsurfacepass == RSURFPASS_BACKGROUND)
1601 // distorted background
1602 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1604 mode = SHADERMODE_WATER;
1605 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1606 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1607 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1609 // this is the right thing to do for wateralpha
1610 GL_BlendFunc(GL_ONE, GL_ZERO);
1611 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1615 // this is the right thing to do for entity alpha
1616 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1617 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1622 mode = SHADERMODE_REFRACTION;
1623 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1624 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1625 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1626 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1630 mode = SHADERMODE_GENERIC;
1631 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1632 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1633 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1635 if (vid.allowalphatocoverage)
1636 GL_AlphaToCoverage(false);
1638 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1640 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1642 switch(t->offsetmapping)
1644 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1645 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1646 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1647 case OFFSETMAPPING_OFF: break;
1650 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1651 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1652 // normalmap (deferred prepass), may use alpha test on diffuse
1653 mode = SHADERMODE_DEFERREDGEOMETRY;
1654 GL_BlendFunc(GL_ONE, GL_ZERO);
1655 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1656 if (vid.allowalphatocoverage)
1657 GL_AlphaToCoverage(false);
1659 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1661 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1663 switch(t->offsetmapping)
1665 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1666 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1667 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1668 case OFFSETMAPPING_OFF: break;
1671 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1672 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1673 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1674 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1676 mode = SHADERMODE_LIGHTSOURCE;
1677 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1678 permutation |= SHADERPERMUTATION_CUBEFILTER;
1679 if (VectorLength2(rtlightdiffuse) > 0)
1680 permutation |= SHADERPERMUTATION_DIFFUSE;
1681 if (VectorLength2(rtlightspecular) > 0)
1682 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1683 if (r_refdef.fogenabled)
1684 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1685 if (t->colormapping)
1686 permutation |= SHADERPERMUTATION_COLORMAPPING;
1687 if (r_shadow_usingshadowmap2d)
1689 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1690 if(r_shadow_shadowmapvsdct)
1691 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1693 if (r_shadow_shadowmap2ddepthbuffer)
1694 permutation |= SHADERPERMUTATION_DEPTHRGB;
1696 if (t->reflectmasktexture)
1697 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1698 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1699 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1700 if (vid.allowalphatocoverage)
1701 GL_AlphaToCoverage(false);
1703 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1705 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1707 switch(t->offsetmapping)
1709 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1710 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1711 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1712 case OFFSETMAPPING_OFF: break;
1715 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1716 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1717 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1718 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1719 // directional model lighting
1720 mode = SHADERMODE_LIGHTGRID;
1721 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1722 permutation |= SHADERPERMUTATION_GLOW;
1723 permutation |= SHADERPERMUTATION_DIFFUSE;
1724 if (t->glosstexture || t->backgroundglosstexture)
1725 permutation |= SHADERPERMUTATION_SPECULAR;
1726 if (r_refdef.fogenabled)
1727 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1728 if (t->colormapping)
1729 permutation |= SHADERPERMUTATION_COLORMAPPING;
1730 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1732 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1733 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1735 if (r_shadow_shadowmap2ddepthbuffer)
1736 permutation |= SHADERPERMUTATION_DEPTHRGB;
1738 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1739 permutation |= SHADERPERMUTATION_REFLECTION;
1740 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1741 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1742 if (t->reflectmasktexture)
1743 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1744 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1746 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1747 if (r_shadow_bouncegrid_state.directional)
1748 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1750 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1751 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1752 // when using alphatocoverage, we don't need alphakill
1753 if (vid.allowalphatocoverage)
1755 if (r_transparent_alphatocoverage.integer)
1757 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1758 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1761 GL_AlphaToCoverage(false);
1764 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1766 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1768 switch(t->offsetmapping)
1770 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1771 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1772 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1773 case OFFSETMAPPING_OFF: break;
1776 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1777 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1778 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1779 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1780 // directional model lighting
1781 mode = SHADERMODE_LIGHTDIRECTION;
1782 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1783 permutation |= SHADERPERMUTATION_GLOW;
1784 if (VectorLength2(t->render_modellight_diffuse))
1785 permutation |= SHADERPERMUTATION_DIFFUSE;
1786 if (VectorLength2(t->render_modellight_specular) > 0)
1787 permutation |= SHADERPERMUTATION_SPECULAR;
1788 if (r_refdef.fogenabled)
1789 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1790 if (t->colormapping)
1791 permutation |= SHADERPERMUTATION_COLORMAPPING;
1792 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1794 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1795 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1797 if (r_shadow_shadowmap2ddepthbuffer)
1798 permutation |= SHADERPERMUTATION_DEPTHRGB;
1800 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1801 permutation |= SHADERPERMUTATION_REFLECTION;
1802 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1803 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1804 if (t->reflectmasktexture)
1805 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1806 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1808 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1809 if (r_shadow_bouncegrid_state.directional)
1810 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1812 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1813 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1814 // when using alphatocoverage, we don't need alphakill
1815 if (vid.allowalphatocoverage)
1817 if (r_transparent_alphatocoverage.integer)
1819 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1820 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1823 GL_AlphaToCoverage(false);
1828 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1830 switch(t->offsetmapping)
1832 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1833 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1834 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1835 case OFFSETMAPPING_OFF: break;
1838 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1839 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1840 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1841 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1843 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1844 permutation |= SHADERPERMUTATION_GLOW;
1845 if (r_refdef.fogenabled)
1846 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1847 if (t->colormapping)
1848 permutation |= SHADERPERMUTATION_COLORMAPPING;
1849 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1851 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1852 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1854 if (r_shadow_shadowmap2ddepthbuffer)
1855 permutation |= SHADERPERMUTATION_DEPTHRGB;
1857 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1858 permutation |= SHADERPERMUTATION_REFLECTION;
1859 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1860 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1861 if (t->reflectmasktexture)
1862 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1863 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1865 // deluxemapping (light direction texture)
1866 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1867 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1869 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1870 permutation |= SHADERPERMUTATION_DIFFUSE;
1871 if (VectorLength2(t->render_lightmap_specular) > 0)
1872 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1874 else if (r_glsl_deluxemapping.integer >= 2)
1876 // fake deluxemapping (uniform light direction in tangentspace)
1877 if (rsurface.uselightmaptexture)
1878 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1880 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1881 permutation |= SHADERPERMUTATION_DIFFUSE;
1882 if (VectorLength2(t->render_lightmap_specular) > 0)
1883 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1885 else if (rsurface.uselightmaptexture)
1887 // ordinary lightmapping (q1bsp, q3bsp)
1888 mode = SHADERMODE_LIGHTMAP;
1892 // ordinary vertex coloring (q3bsp)
1893 mode = SHADERMODE_VERTEXCOLOR;
1895 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1897 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1898 if (r_shadow_bouncegrid_state.directional)
1899 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1901 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1902 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1903 // when using alphatocoverage, we don't need alphakill
1904 if (vid.allowalphatocoverage)
1906 if (r_transparent_alphatocoverage.integer)
1908 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1909 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1912 GL_AlphaToCoverage(false);
1915 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1916 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1917 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1918 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1919 switch(vid.renderpath)
1921 case RENDERPATH_GL32:
1922 case RENDERPATH_GLES2:
1923 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);
1924 RSurf_UploadBuffersForBatch();
1925 // this has to be after RSurf_PrepareVerticesForBatch
1926 if (rsurface.batchskeletaltransform3x4buffer)
1927 permutation |= SHADERPERMUTATION_SKELETAL;
1928 R_SetupShader_SetPermutationGLSL(mode, permutation);
1929 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1930 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);
1932 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1933 if (mode == SHADERMODE_LIGHTSOURCE)
1935 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1936 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1937 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1938 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1939 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1940 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1942 // additive passes are only darkened by fog, not tinted
1943 if (r_glsl_permutation->loc_FogColor >= 0)
1944 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1945 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);
1949 if (mode == SHADERMODE_FLATCOLOR)
1951 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]);
1953 else if (mode == SHADERMODE_LIGHTGRID)
1955 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]);
1956 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]);
1957 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]);
1958 // other LightGrid uniforms handled below
1960 else if (mode == SHADERMODE_LIGHTDIRECTION)
1962 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]);
1963 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]);
1964 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]);
1965 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]);
1966 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]);
1967 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1968 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1972 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]);
1973 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]);
1974 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]);
1975 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]);
1976 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]);
1978 // additive passes are only darkened by fog, not tinted
1979 if (r_glsl_permutation->loc_FogColor >= 0)
1981 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1982 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1984 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1986 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);
1987 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]);
1988 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]);
1989 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);
1990 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);
1991 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1992 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1993 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);
1994 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1996 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1997 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1998 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1999 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2001 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]);
2002 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]);
2006 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]);
2007 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]);
2010 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]);
2011 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));
2012 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2013 if (r_glsl_permutation->loc_Color_Pants >= 0)
2015 if (t->pantstexture)
2016 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2018 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2020 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2022 if (t->shirttexture)
2023 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2025 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2027 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]);
2028 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2029 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2030 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2031 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2032 r_glsl_offsetmapping_scale.value*t->offsetscale,
2033 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2034 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2035 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2037 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);
2038 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2039 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]);
2040 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2041 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);}
2042 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2043 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2046 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2047 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2048 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2049 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2050 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2051 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2052 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2053 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2054 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2057 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2058 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2059 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2060 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2061 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2062 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2063 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2064 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2065 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2066 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2067 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2068 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2069 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2070 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2071 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2072 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2073 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2074 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2075 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2076 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2077 if (rsurfacepass == RSURFPASS_BACKGROUND)
2079 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);
2080 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);
2081 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);
2085 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);
2087 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2088 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2089 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2090 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2092 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2093 if (rsurface.rtlight)
2095 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2096 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2099 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2100 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);
2106 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2108 // select a permutation of the lighting shader appropriate to this
2109 // combination of texture, entity, light source, and fogging, only use the
2110 // minimum features necessary to avoid wasting rendering time in the
2111 // fragment shader on features that are not being used
2112 dpuint64 permutation = 0;
2113 unsigned int mode = 0;
2114 const float *lightcolorbase = rtlight->currentcolor;
2115 float ambientscale = rtlight->ambientscale;
2116 float diffusescale = rtlight->diffusescale;
2117 float specularscale = rtlight->specularscale;
2118 // this is the location of the light in view space
2119 vec3_t viewlightorigin;
2120 // this transforms from view space (camera) to light space (cubemap)
2121 matrix4x4_t viewtolight;
2122 matrix4x4_t lighttoview;
2123 float viewtolight16f[16];
2125 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2126 if (rtlight->currentcubemap != r_texture_whitecube)
2127 permutation |= SHADERPERMUTATION_CUBEFILTER;
2128 if (diffusescale > 0)
2129 permutation |= SHADERPERMUTATION_DIFFUSE;
2130 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2131 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2132 if (r_shadow_usingshadowmap2d)
2134 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2135 if (r_shadow_shadowmapvsdct)
2136 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2138 if (r_shadow_shadowmap2ddepthbuffer)
2139 permutation |= SHADERPERMUTATION_DEPTHRGB;
2141 if (vid.allowalphatocoverage)
2142 GL_AlphaToCoverage(false);
2143 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2144 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2145 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2146 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2147 switch(vid.renderpath)
2149 case RENDERPATH_GL32:
2150 case RENDERPATH_GLES2:
2151 R_SetupShader_SetPermutationGLSL(mode, permutation);
2152 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2153 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2154 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2155 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2156 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2157 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]);
2158 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]);
2159 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);
2160 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]);
2161 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2163 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2164 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2165 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2166 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2167 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2172 #define SKINFRAME_HASH 1024
2176 unsigned int loadsequence; // incremented each level change
2177 memexpandablearray_t array;
2178 skinframe_t *hash[SKINFRAME_HASH];
2181 r_skinframe_t r_skinframe;
2183 void R_SkinFrame_PrepareForPurge(void)
2185 r_skinframe.loadsequence++;
2186 // wrap it without hitting zero
2187 if (r_skinframe.loadsequence >= 200)
2188 r_skinframe.loadsequence = 1;
2191 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2195 // mark the skinframe as used for the purging code
2196 skinframe->loadsequence = r_skinframe.loadsequence;
2199 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2203 if (s->merged == s->base)
2205 R_PurgeTexture(s->stain); s->stain = NULL;
2206 R_PurgeTexture(s->merged); s->merged = NULL;
2207 R_PurgeTexture(s->base); s->base = NULL;
2208 R_PurgeTexture(s->pants); s->pants = NULL;
2209 R_PurgeTexture(s->shirt); s->shirt = NULL;
2210 R_PurgeTexture(s->nmap); s->nmap = NULL;
2211 R_PurgeTexture(s->gloss); s->gloss = NULL;
2212 R_PurgeTexture(s->glow); s->glow = NULL;
2213 R_PurgeTexture(s->fog); s->fog = NULL;
2214 R_PurgeTexture(s->reflect); s->reflect = NULL;
2215 s->loadsequence = 0;
2218 void R_SkinFrame_Purge(void)
2222 for (i = 0;i < SKINFRAME_HASH;i++)
2224 for (s = r_skinframe.hash[i];s;s = s->next)
2226 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2227 R_SkinFrame_PurgeSkinFrame(s);
2232 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2234 char basename[MAX_QPATH];
2236 Image_StripImageExtension(name, basename, sizeof(basename));
2238 if( last == NULL ) {
2240 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2241 item = r_skinframe.hash[hashindex];
2246 // linearly search through the hash bucket
2247 for( ; item ; item = item->next ) {
2248 if( !strcmp( item->basename, basename ) ) {
2255 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2258 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2260 char basename[MAX_QPATH];
2262 Image_StripImageExtension(name, basename, sizeof(basename));
2264 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2265 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2266 if (!strcmp(item->basename, basename) &&
2267 item->textureflags == compareflags &&
2268 item->comparewidth == comparewidth &&
2269 item->compareheight == compareheight &&
2270 item->comparecrc == comparecrc)
2277 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2278 memset(item, 0, sizeof(*item));
2279 strlcpy(item->basename, basename, sizeof(item->basename));
2280 item->textureflags = compareflags;
2281 item->comparewidth = comparewidth;
2282 item->compareheight = compareheight;
2283 item->comparecrc = comparecrc;
2284 item->next = r_skinframe.hash[hashindex];
2285 r_skinframe.hash[hashindex] = item;
2287 else if (textureflags & TEXF_FORCE_RELOAD)
2288 R_SkinFrame_PurgeSkinFrame(item);
2290 R_SkinFrame_MarkUsed(item);
2294 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2296 unsigned long long avgcolor[5], wsum; \
2304 for(pix = 0; pix < cnt; ++pix) \
2307 for(comp = 0; comp < 3; ++comp) \
2309 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2312 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2314 for(comp = 0; comp < 3; ++comp) \
2315 avgcolor[comp] += getpixel * w; \
2318 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2319 avgcolor[4] += getpixel; \
2321 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2323 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2324 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2325 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2326 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2329 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2331 skinframe_t *skinframe;
2333 if (cls.state == ca_dedicated)
2336 // return an existing skinframe if already loaded
2337 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2338 if (skinframe && skinframe->base)
2341 // if the skinframe doesn't exist this will create it
2342 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2345 extern cvar_t gl_picmip;
2346 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2349 unsigned char *pixels;
2350 unsigned char *bumppixels;
2351 unsigned char *basepixels = NULL;
2352 int basepixels_width = 0;
2353 int basepixels_height = 0;
2354 rtexture_t *ddsbase = NULL;
2355 qboolean ddshasalpha = false;
2356 float ddsavgcolor[4];
2357 char basename[MAX_QPATH];
2358 int miplevel = R_PicmipForFlags(textureflags);
2359 int savemiplevel = miplevel;
2363 if (cls.state == ca_dedicated)
2366 Image_StripImageExtension(name, basename, sizeof(basename));
2368 // check for DDS texture file first
2369 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2371 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2372 if (basepixels == NULL && fallbacknotexture)
2373 basepixels = Image_GenerateNoTexture();
2374 if (basepixels == NULL)
2378 // FIXME handle miplevel
2380 if (developer_loading.integer)
2381 Con_Printf("loading skin \"%s\"\n", name);
2383 // we've got some pixels to store, so really allocate this new texture now
2385 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2386 textureflags &= ~TEXF_FORCE_RELOAD;
2387 skinframe->stain = NULL;
2388 skinframe->merged = NULL;
2389 skinframe->base = NULL;
2390 skinframe->pants = NULL;
2391 skinframe->shirt = NULL;
2392 skinframe->nmap = NULL;
2393 skinframe->gloss = NULL;
2394 skinframe->glow = NULL;
2395 skinframe->fog = NULL;
2396 skinframe->reflect = NULL;
2397 skinframe->hasalpha = false;
2398 // we could store the q2animname here too
2402 skinframe->base = ddsbase;
2403 skinframe->hasalpha = ddshasalpha;
2404 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2405 if (r_loadfog && skinframe->hasalpha)
2406 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);
2407 //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]);
2411 basepixels_width = image_width;
2412 basepixels_height = image_height;
2413 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);
2414 if (textureflags & TEXF_ALPHA)
2416 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2418 if (basepixels[j] < 255)
2420 skinframe->hasalpha = true;
2424 if (r_loadfog && skinframe->hasalpha)
2426 // has transparent pixels
2427 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2428 for (j = 0;j < image_width * image_height * 4;j += 4)
2433 pixels[j+3] = basepixels[j+3];
2435 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);
2439 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2441 //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]);
2442 if (r_savedds && skinframe->base)
2443 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2444 if (r_savedds && skinframe->fog)
2445 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2451 mymiplevel = savemiplevel;
2452 if (r_loadnormalmap)
2453 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);
2454 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2456 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2457 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2458 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2459 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2462 // _norm is the name used by tenebrae and has been adopted as standard
2463 if (r_loadnormalmap && skinframe->nmap == NULL)
2465 mymiplevel = savemiplevel;
2466 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2468 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);
2472 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2474 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2475 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2476 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);
2478 Mem_Free(bumppixels);
2480 else if (r_shadow_bumpscale_basetexture.value > 0)
2482 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2483 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2484 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);
2488 if (r_savedds && skinframe->nmap)
2489 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2493 // _luma is supported only for tenebrae compatibility
2494 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2495 // _glow is the preferred name
2496 mymiplevel = savemiplevel;
2497 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))))
2499 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);
2501 if (r_savedds && skinframe->glow)
2502 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2504 Mem_Free(pixels);pixels = NULL;
2507 mymiplevel = savemiplevel;
2508 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2510 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);
2512 if (r_savedds && skinframe->gloss)
2513 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2519 mymiplevel = savemiplevel;
2520 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2522 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);
2524 if (r_savedds && skinframe->pants)
2525 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2531 mymiplevel = savemiplevel;
2532 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2534 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);
2536 if (r_savedds && skinframe->shirt)
2537 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2543 mymiplevel = savemiplevel;
2544 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2546 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);
2548 if (r_savedds && skinframe->reflect)
2549 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2556 Mem_Free(basepixels);
2561 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2564 skinframe_t *skinframe;
2567 if (cls.state == ca_dedicated)
2570 // if already loaded just return it, otherwise make a new skinframe
2571 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2572 if (skinframe->base)
2574 textureflags &= ~TEXF_FORCE_RELOAD;
2576 skinframe->stain = NULL;
2577 skinframe->merged = NULL;
2578 skinframe->base = NULL;
2579 skinframe->pants = NULL;
2580 skinframe->shirt = NULL;
2581 skinframe->nmap = NULL;
2582 skinframe->gloss = NULL;
2583 skinframe->glow = NULL;
2584 skinframe->fog = NULL;
2585 skinframe->reflect = NULL;
2586 skinframe->hasalpha = false;
2588 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2592 if (developer_loading.integer)
2593 Con_Printf("loading 32bit skin \"%s\"\n", name);
2595 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2597 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2598 unsigned char *b = a + width * height * 4;
2599 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2600 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);
2603 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2604 if (textureflags & TEXF_ALPHA)
2606 for (i = 3;i < width * height * 4;i += 4)
2608 if (skindata[i] < 255)
2610 skinframe->hasalpha = true;
2614 if (r_loadfog && skinframe->hasalpha)
2616 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2617 memcpy(fogpixels, skindata, width * height * 4);
2618 for (i = 0;i < width * height * 4;i += 4)
2619 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2620 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2621 Mem_Free(fogpixels);
2625 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2626 //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]);
2631 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2635 skinframe_t *skinframe;
2637 if (cls.state == ca_dedicated)
2640 // if already loaded just return it, otherwise make a new skinframe
2641 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2642 if (skinframe->base)
2644 //textureflags &= ~TEXF_FORCE_RELOAD;
2646 skinframe->stain = NULL;
2647 skinframe->merged = NULL;
2648 skinframe->base = NULL;
2649 skinframe->pants = NULL;
2650 skinframe->shirt = NULL;
2651 skinframe->nmap = NULL;
2652 skinframe->gloss = NULL;
2653 skinframe->glow = NULL;
2654 skinframe->fog = NULL;
2655 skinframe->reflect = NULL;
2656 skinframe->hasalpha = false;
2658 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2662 if (developer_loading.integer)
2663 Con_Printf("loading quake skin \"%s\"\n", name);
2665 // 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)
2666 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2667 memcpy(skinframe->qpixels, skindata, width*height);
2668 skinframe->qwidth = width;
2669 skinframe->qheight = height;
2672 for (i = 0;i < width * height;i++)
2673 featuresmask |= palette_featureflags[skindata[i]];
2675 skinframe->hasalpha = false;
2678 skinframe->hasalpha = true;
2679 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2680 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2681 skinframe->qgeneratemerged = true;
2682 skinframe->qgeneratebase = skinframe->qhascolormapping;
2683 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2685 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2686 //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]);
2691 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2695 unsigned char *skindata;
2698 if (!skinframe->qpixels)
2701 if (!skinframe->qhascolormapping)
2702 colormapped = false;
2706 if (!skinframe->qgeneratebase)
2711 if (!skinframe->qgeneratemerged)
2715 width = skinframe->qwidth;
2716 height = skinframe->qheight;
2717 skindata = skinframe->qpixels;
2719 if (skinframe->qgeneratenmap)
2721 unsigned char *a, *b;
2722 skinframe->qgeneratenmap = false;
2723 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2724 b = a + width * height * 4;
2725 // use either a custom palette or the quake palette
2726 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2727 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2728 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);
2732 if (skinframe->qgenerateglow)
2734 skinframe->qgenerateglow = false;
2735 if (skinframe->hasalpha) // fence textures
2736 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
2738 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
2743 skinframe->qgeneratebase = false;
2744 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);
2745 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);
2746 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);
2750 skinframe->qgeneratemerged = false;
2751 if (skinframe->hasalpha) // fence textures
2752 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);
2754 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);
2757 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2759 Mem_Free(skinframe->qpixels);
2760 skinframe->qpixels = NULL;
2764 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)
2767 skinframe_t *skinframe;
2770 if (cls.state == ca_dedicated)
2773 // if already loaded just return it, otherwise make a new skinframe
2774 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2775 if (skinframe->base)
2777 textureflags &= ~TEXF_FORCE_RELOAD;
2779 skinframe->stain = NULL;
2780 skinframe->merged = NULL;
2781 skinframe->base = NULL;
2782 skinframe->pants = NULL;
2783 skinframe->shirt = NULL;
2784 skinframe->nmap = NULL;
2785 skinframe->gloss = NULL;
2786 skinframe->glow = NULL;
2787 skinframe->fog = NULL;
2788 skinframe->reflect = NULL;
2789 skinframe->hasalpha = false;
2791 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2795 if (developer_loading.integer)
2796 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2798 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2799 if ((textureflags & TEXF_ALPHA) && alphapalette)
2801 for (i = 0;i < width * height;i++)
2803 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2805 skinframe->hasalpha = true;
2809 if (r_loadfog && skinframe->hasalpha)
2810 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2813 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2814 //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]);
2819 skinframe_t *R_SkinFrame_LoadMissing(void)
2821 skinframe_t *skinframe;
2823 if (cls.state == ca_dedicated)
2826 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2827 skinframe->stain = NULL;
2828 skinframe->merged = NULL;
2829 skinframe->base = NULL;
2830 skinframe->pants = NULL;
2831 skinframe->shirt = NULL;
2832 skinframe->nmap = NULL;
2833 skinframe->gloss = NULL;
2834 skinframe->glow = NULL;
2835 skinframe->fog = NULL;
2836 skinframe->reflect = NULL;
2837 skinframe->hasalpha = false;
2839 skinframe->avgcolor[0] = rand() / RAND_MAX;
2840 skinframe->avgcolor[1] = rand() / RAND_MAX;
2841 skinframe->avgcolor[2] = rand() / RAND_MAX;
2842 skinframe->avgcolor[3] = 1;
2847 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2850 static unsigned char pix[16][16][4];
2852 if (cls.state == ca_dedicated)
2855 // this makes a light grey/dark grey checkerboard texture
2858 for (y = 0; y < 16; y++)
2860 for (x = 0; x < 16; x++)
2862 if ((y < 8) ^ (x < 8))
2880 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2883 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2885 skinframe_t *skinframe;
2886 if (cls.state == ca_dedicated)
2888 // if already loaded just return it, otherwise make a new skinframe
2889 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2890 if (skinframe->base)
2892 textureflags &= ~TEXF_FORCE_RELOAD;
2893 skinframe->stain = NULL;
2894 skinframe->merged = NULL;
2895 skinframe->base = NULL;
2896 skinframe->pants = NULL;
2897 skinframe->shirt = NULL;
2898 skinframe->nmap = NULL;
2899 skinframe->gloss = NULL;
2900 skinframe->glow = NULL;
2901 skinframe->fog = NULL;
2902 skinframe->reflect = NULL;
2903 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2904 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2907 if (developer_loading.integer)
2908 Con_Printf("loading 32bit skin \"%s\"\n", name);
2909 skinframe->base = skinframe->merged = tex;
2910 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2914 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2915 typedef struct suffixinfo_s
2918 qboolean flipx, flipy, flipdiagonal;
2921 static suffixinfo_t suffix[3][6] =
2924 {"px", false, false, false},
2925 {"nx", false, false, false},
2926 {"py", false, false, false},
2927 {"ny", false, false, false},
2928 {"pz", false, false, false},
2929 {"nz", false, false, false}
2932 {"posx", false, false, false},
2933 {"negx", false, false, false},
2934 {"posy", false, false, false},
2935 {"negy", false, false, false},
2936 {"posz", false, false, false},
2937 {"negz", false, false, false}
2940 {"rt", true, false, true},
2941 {"lf", false, true, true},
2942 {"ft", true, true, false},
2943 {"bk", false, false, false},
2944 {"up", true, false, true},
2945 {"dn", true, false, true}
2949 static int componentorder[4] = {0, 1, 2, 3};
2951 static rtexture_t *R_LoadCubemap(const char *basename)
2953 int i, j, cubemapsize;
2954 unsigned char *cubemappixels, *image_buffer;
2955 rtexture_t *cubemaptexture;
2957 // must start 0 so the first loadimagepixels has no requested width/height
2959 cubemappixels = NULL;
2960 cubemaptexture = NULL;
2961 // keep trying different suffix groups (posx, px, rt) until one loads
2962 for (j = 0;j < 3 && !cubemappixels;j++)
2964 // load the 6 images in the suffix group
2965 for (i = 0;i < 6;i++)
2967 // generate an image name based on the base and and suffix
2968 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2970 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2972 // an image loaded, make sure width and height are equal
2973 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2975 // if this is the first image to load successfully, allocate the cubemap memory
2976 if (!cubemappixels && image_width >= 1)
2978 cubemapsize = image_width;
2979 // note this clears to black, so unavailable sides are black
2980 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2982 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2984 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);
2987 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2989 Mem_Free(image_buffer);
2993 // if a cubemap loaded, upload it
2996 if (developer_loading.integer)
2997 Con_Printf("loading cubemap \"%s\"\n", basename);
2999 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3000 Mem_Free(cubemappixels);
3004 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3005 if (developer_loading.integer)
3007 Con_Printf("(tried tried images ");
3008 for (j = 0;j < 3;j++)
3009 for (i = 0;i < 6;i++)
3010 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3011 Con_Print(" and was unable to find any of them).\n");
3014 return cubemaptexture;
3017 rtexture_t *R_GetCubemap(const char *basename)
3020 for (i = 0;i < r_texture_numcubemaps;i++)
3021 if (r_texture_cubemaps[i] != NULL)
3022 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3023 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3024 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3025 return r_texture_whitecube;
3026 r_texture_numcubemaps++;
3027 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3028 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3029 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3030 return r_texture_cubemaps[i]->texture;
3033 static void R_Main_FreeViewCache(void)
3035 if (r_refdef.viewcache.entityvisible)
3036 Mem_Free(r_refdef.viewcache.entityvisible);
3037 if (r_refdef.viewcache.world_pvsbits)
3038 Mem_Free(r_refdef.viewcache.world_pvsbits);
3039 if (r_refdef.viewcache.world_leafvisible)
3040 Mem_Free(r_refdef.viewcache.world_leafvisible);
3041 if (r_refdef.viewcache.world_surfacevisible)
3042 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3043 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3046 static void R_Main_ResizeViewCache(void)
3048 int numentities = r_refdef.scene.numentities;
3049 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3050 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3051 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3052 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3053 if (r_refdef.viewcache.maxentities < numentities)
3055 r_refdef.viewcache.maxentities = numentities;
3056 if (r_refdef.viewcache.entityvisible)
3057 Mem_Free(r_refdef.viewcache.entityvisible);
3058 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3060 if (r_refdef.viewcache.world_numclusters != numclusters)
3062 r_refdef.viewcache.world_numclusters = numclusters;
3063 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3064 if (r_refdef.viewcache.world_pvsbits)
3065 Mem_Free(r_refdef.viewcache.world_pvsbits);
3066 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3068 if (r_refdef.viewcache.world_numleafs != numleafs)
3070 r_refdef.viewcache.world_numleafs = numleafs;
3071 if (r_refdef.viewcache.world_leafvisible)
3072 Mem_Free(r_refdef.viewcache.world_leafvisible);
3073 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3075 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3077 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3078 if (r_refdef.viewcache.world_surfacevisible)
3079 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3080 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3084 extern rtexture_t *loadingscreentexture;
3085 static void gl_main_start(void)
3087 loadingscreentexture = NULL;
3088 r_texture_blanknormalmap = NULL;
3089 r_texture_white = NULL;
3090 r_texture_grey128 = NULL;
3091 r_texture_black = NULL;
3092 r_texture_whitecube = NULL;
3093 r_texture_normalizationcube = NULL;
3094 r_texture_fogattenuation = NULL;
3095 r_texture_fogheighttexture = NULL;
3096 r_texture_gammaramps = NULL;
3097 r_texture_numcubemaps = 0;
3098 r_uniformbufferalignment = 32;
3100 r_loaddds = r_texture_dds_load.integer != 0;
3101 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3103 switch(vid.renderpath)
3105 case RENDERPATH_GL32:
3106 case RENDERPATH_GLES2:
3107 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3108 Cvar_SetValueQuick(&gl_combine, 1);
3109 Cvar_SetValueQuick(&r_glsl, 1);
3110 r_loadnormalmap = true;
3113 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3114 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3120 R_FrameData_Reset();
3121 R_BufferData_Reset();
3125 memset(r_queries, 0, sizeof(r_queries));
3127 r_qwskincache = NULL;
3128 r_qwskincache_size = 0;
3130 // due to caching of texture_t references, the collision cache must be reset
3131 Collision_Cache_Reset(true);
3133 // set up r_skinframe loading system for textures
3134 memset(&r_skinframe, 0, sizeof(r_skinframe));
3135 r_skinframe.loadsequence = 1;
3136 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3138 r_main_texturepool = R_AllocTexturePool();
3139 R_BuildBlankTextures();
3142 R_BuildNormalizationCube();
3143 r_texture_fogattenuation = NULL;
3144 r_texture_fogheighttexture = NULL;
3145 r_texture_gammaramps = NULL;
3146 //r_texture_fogintensity = NULL;
3147 memset(&r_fb, 0, sizeof(r_fb));
3148 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3149 r_glsl_permutation = NULL;
3150 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3151 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3152 memset(&r_svbsp, 0, sizeof (r_svbsp));
3154 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3155 r_texture_numcubemaps = 0;
3157 r_refdef.fogmasktable_density = 0;
3160 // For Steelstorm Android
3161 // FIXME CACHE the program and reload
3162 // FIXME see possible combinations for SS:BR android
3163 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3164 R_SetupShader_SetPermutationGLSL(0, 12);
3165 R_SetupShader_SetPermutationGLSL(0, 13);
3166 R_SetupShader_SetPermutationGLSL(0, 8388621);
3167 R_SetupShader_SetPermutationGLSL(3, 0);
3168 R_SetupShader_SetPermutationGLSL(3, 2048);
3169 R_SetupShader_SetPermutationGLSL(5, 0);
3170 R_SetupShader_SetPermutationGLSL(5, 2);
3171 R_SetupShader_SetPermutationGLSL(5, 2048);
3172 R_SetupShader_SetPermutationGLSL(5, 8388608);
3173 R_SetupShader_SetPermutationGLSL(11, 1);
3174 R_SetupShader_SetPermutationGLSL(11, 2049);
3175 R_SetupShader_SetPermutationGLSL(11, 8193);
3176 R_SetupShader_SetPermutationGLSL(11, 10241);
3177 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3181 extern unsigned int r_shadow_occlusion_buf;
3183 static void gl_main_shutdown(void)
3185 R_RenderTarget_FreeUnused(true);
3186 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3188 R_FrameData_Reset();
3189 R_BufferData_Reset();
3191 R_Main_FreeViewCache();
3193 switch(vid.renderpath)
3195 case RENDERPATH_GL32:
3196 case RENDERPATH_GLES2:
3197 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3199 qglDeleteQueries(r_maxqueries, r_queries);
3203 r_shadow_occlusion_buf = 0;
3206 memset(r_queries, 0, sizeof(r_queries));
3208 r_qwskincache = NULL;
3209 r_qwskincache_size = 0;
3211 // clear out the r_skinframe state
3212 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3213 memset(&r_skinframe, 0, sizeof(r_skinframe));
3216 Mem_Free(r_svbsp.nodes);
3217 memset(&r_svbsp, 0, sizeof (r_svbsp));
3218 R_FreeTexturePool(&r_main_texturepool);
3219 loadingscreentexture = NULL;
3220 r_texture_blanknormalmap = NULL;
3221 r_texture_white = NULL;
3222 r_texture_grey128 = NULL;
3223 r_texture_black = NULL;
3224 r_texture_whitecube = NULL;
3225 r_texture_normalizationcube = NULL;
3226 r_texture_fogattenuation = NULL;
3227 r_texture_fogheighttexture = NULL;
3228 r_texture_gammaramps = NULL;
3229 r_texture_numcubemaps = 0;
3230 //r_texture_fogintensity = NULL;
3231 memset(&r_fb, 0, sizeof(r_fb));
3232 R_GLSL_Restart_f(&cmd_client);
3234 r_glsl_permutation = NULL;
3235 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3236 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3239 static void gl_main_newmap(void)
3241 // FIXME: move this code to client
3242 char *entities, entname[MAX_QPATH];
3244 Mem_Free(r_qwskincache);
3245 r_qwskincache = NULL;
3246 r_qwskincache_size = 0;
3249 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3250 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3252 CL_ParseEntityLump(entities);
3256 if (cl.worldmodel->brush.entities)
3257 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3259 R_Main_FreeViewCache();
3261 R_FrameData_Reset();
3262 R_BufferData_Reset();
3265 void GL_Main_Init(void)
3268 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3269 R_InitShaderModeInfo();
3271 Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3272 Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3273 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3274 if (gamemode == GAME_NEHAHRA)
3276 Cvar_RegisterVariable (&gl_fogenable);
3277 Cvar_RegisterVariable (&gl_fogdensity);
3278 Cvar_RegisterVariable (&gl_fogred);
3279 Cvar_RegisterVariable (&gl_foggreen);
3280 Cvar_RegisterVariable (&gl_fogblue);
3281 Cvar_RegisterVariable (&gl_fogstart);
3282 Cvar_RegisterVariable (&gl_fogend);
3283 Cvar_RegisterVariable (&gl_skyclip);
3285 Cvar_RegisterVariable(&r_motionblur);
3286 Cvar_RegisterVariable(&r_damageblur);
3287 Cvar_RegisterVariable(&r_motionblur_averaging);
3288 Cvar_RegisterVariable(&r_motionblur_randomize);
3289 Cvar_RegisterVariable(&r_motionblur_minblur);
3290 Cvar_RegisterVariable(&r_motionblur_maxblur);
3291 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3292 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3293 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3294 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3295 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3296 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3297 Cvar_RegisterVariable(&r_depthfirst);
3298 Cvar_RegisterVariable(&r_useinfinitefarclip);
3299 Cvar_RegisterVariable(&r_farclip_base);
3300 Cvar_RegisterVariable(&r_farclip_world);
3301 Cvar_RegisterVariable(&r_nearclip);
3302 Cvar_RegisterVariable(&r_deformvertexes);
3303 Cvar_RegisterVariable(&r_transparent);
3304 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3305 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3306 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3307 Cvar_RegisterVariable(&r_showoverdraw);
3308 Cvar_RegisterVariable(&r_showbboxes);
3309 Cvar_RegisterVariable(&r_showbboxes_client);
3310 Cvar_RegisterVariable(&r_showsurfaces);
3311 Cvar_RegisterVariable(&r_showtris);
3312 Cvar_RegisterVariable(&r_shownormals);
3313 Cvar_RegisterVariable(&r_showlighting);
3314 Cvar_RegisterVariable(&r_showcollisionbrushes);
3315 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3316 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3317 Cvar_RegisterVariable(&r_showdisabledepthtest);
3318 Cvar_RegisterVariable(&r_showspriteedges);
3319 Cvar_RegisterVariable(&r_showparticleedges);
3320 Cvar_RegisterVariable(&r_drawportals);
3321 Cvar_RegisterVariable(&r_drawentities);
3322 Cvar_RegisterVariable(&r_draw2d);
3323 Cvar_RegisterVariable(&r_drawworld);
3324 Cvar_RegisterVariable(&r_cullentities_trace);
3325 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3326 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3327 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3328 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3329 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3330 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3331 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3332 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3333 Cvar_RegisterVariable(&r_sortentities);
3334 Cvar_RegisterVariable(&r_drawviewmodel);
3335 Cvar_RegisterVariable(&r_drawexteriormodel);
3336 Cvar_RegisterVariable(&r_speeds);
3337 Cvar_RegisterVariable(&r_fullbrights);
3338 Cvar_RegisterVariable(&r_wateralpha);
3339 Cvar_RegisterVariable(&r_dynamic);
3340 Cvar_RegisterVariable(&r_fullbright_directed);
3341 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3342 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3343 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3344 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3345 Cvar_RegisterVariable(&r_fullbright);
3346 Cvar_RegisterVariable(&r_shadows);
3347 Cvar_RegisterVariable(&r_shadows_darken);
3348 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3349 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3350 Cvar_RegisterVariable(&r_shadows_throwdistance);
3351 Cvar_RegisterVariable(&r_shadows_throwdirection);
3352 Cvar_RegisterVariable(&r_shadows_focus);
3353 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3354 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3355 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3356 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3357 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3358 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3359 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3360 Cvar_RegisterVariable(&r_fog_exp2);
3361 Cvar_RegisterVariable(&r_fog_clear);
3362 Cvar_RegisterVariable(&r_drawfog);
3363 Cvar_RegisterVariable(&r_transparentdepthmasking);
3364 Cvar_RegisterVariable(&r_transparent_sortmindist);
3365 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3366 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3367 Cvar_RegisterVariable(&r_texture_dds_load);
3368 Cvar_RegisterVariable(&r_texture_dds_save);
3369 Cvar_RegisterVariable(&r_textureunits);
3370 Cvar_RegisterVariable(&gl_combine);
3371 Cvar_RegisterVariable(&r_usedepthtextures);
3372 Cvar_RegisterVariable(&r_viewfbo);
3373 Cvar_RegisterVariable(&r_rendertarget_debug);
3374 Cvar_RegisterVariable(&r_viewscale);
3375 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3376 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3377 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3378 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3379 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3380 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3381 Cvar_RegisterVariable(&r_glsl);
3382 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3383 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3384 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3385 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3386 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3387 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3388 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3389 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3390 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3391 Cvar_RegisterVariable(&r_glsl_postprocess);
3392 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3393 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3394 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3395 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3396 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3397 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3398 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3399 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3400 Cvar_RegisterVariable(&r_celshading);
3401 Cvar_RegisterVariable(&r_celoutlines);
3403 Cvar_RegisterVariable(&r_water);
3404 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3405 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3406 Cvar_RegisterVariable(&r_water_clippingplanebias);
3407 Cvar_RegisterVariable(&r_water_refractdistort);
3408 Cvar_RegisterVariable(&r_water_reflectdistort);
3409 Cvar_RegisterVariable(&r_water_scissormode);
3410 Cvar_RegisterVariable(&r_water_lowquality);
3411 Cvar_RegisterVariable(&r_water_hideplayer);
3413 Cvar_RegisterVariable(&r_lerpsprites);
3414 Cvar_RegisterVariable(&r_lerpmodels);
3415 Cvar_RegisterVariable(&r_lerplightstyles);
3416 Cvar_RegisterVariable(&r_waterscroll);
3417 Cvar_RegisterVariable(&r_bloom);
3418 Cvar_RegisterVariable(&r_colorfringe);
3419 Cvar_RegisterVariable(&r_bloom_colorscale);
3420 Cvar_RegisterVariable(&r_bloom_brighten);
3421 Cvar_RegisterVariable(&r_bloom_blur);
3422 Cvar_RegisterVariable(&r_bloom_resolution);
3423 Cvar_RegisterVariable(&r_bloom_colorexponent);
3424 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3425 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3426 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3427 Cvar_RegisterVariable(&r_hdr_glowintensity);
3428 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3429 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3430 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3431 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3432 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3433 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3434 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3435 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3436 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3437 Cvar_RegisterVariable(&developer_texturelogging);
3438 Cvar_RegisterVariable(&gl_lightmaps);
3439 Cvar_RegisterVariable(&r_test);
3440 Cvar_RegisterVariable(&r_batch_multidraw);
3441 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3442 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3443 Cvar_RegisterVariable(&r_glsl_skeletal);
3444 Cvar_RegisterVariable(&r_glsl_saturation);
3445 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3446 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3447 Cvar_RegisterVariable(&r_framedatasize);
3448 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3449 Cvar_RegisterVariable(&r_buffermegs[i]);
3450 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3451 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3452 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3453 #ifdef DP_MOBILETOUCH
3454 // GLES devices have terrible depth precision in general, so...
3455 Cvar_SetValueQuick(&r_nearclip, 4);
3456 Cvar_SetValueQuick(&r_farclip_base, 4096);
3457 Cvar_SetValueQuick(&r_farclip_world, 0);
3458 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3460 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3463 void Render_Init(void)
3476 R_LightningBeams_Init();
3480 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3484 if (r_trippy.integer)
3486 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3488 p = r_refdef.view.frustum + i;
3493 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3497 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3501 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3505 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3509 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3513 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3517 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3521 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3529 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3533 if (r_trippy.integer)
3535 for (i = 0;i < numplanes;i++)
3542 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3546 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3550 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3554 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3558 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3562 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3566 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3570 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3578 //==================================================================================
3580 // LadyHavoc: this stores temporary data used within the same frame
3582 typedef struct r_framedata_mem_s
3584 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3585 size_t size; // how much usable space
3586 size_t current; // how much space in use
3587 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3588 size_t wantedsize; // how much space was allocated
3589 unsigned char *data; // start of real data (16byte aligned)
3593 static r_framedata_mem_t *r_framedata_mem;
3595 void R_FrameData_Reset(void)
3597 while (r_framedata_mem)
3599 r_framedata_mem_t *next = r_framedata_mem->purge;
3600 Mem_Free(r_framedata_mem);
3601 r_framedata_mem = next;
3605 static void R_FrameData_Resize(qboolean mustgrow)
3608 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3609 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3610 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3612 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3613 newmem->wantedsize = wantedsize;
3614 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3615 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3616 newmem->current = 0;
3618 newmem->purge = r_framedata_mem;
3619 r_framedata_mem = newmem;
3623 void R_FrameData_NewFrame(void)
3625 R_FrameData_Resize(false);
3626 if (!r_framedata_mem)
3628 // if we ran out of space on the last frame, free the old memory now
3629 while (r_framedata_mem->purge)
3631 // repeatedly remove the second item in the list, leaving only head
3632 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3633 Mem_Free(r_framedata_mem->purge);
3634 r_framedata_mem->purge = next;
3636 // reset the current mem pointer
3637 r_framedata_mem->current = 0;
3638 r_framedata_mem->mark = 0;
3641 void *R_FrameData_Alloc(size_t size)
3646 // align to 16 byte boundary - the data pointer is already aligned, so we
3647 // only need to ensure the size of every allocation is also aligned
3648 size = (size + 15) & ~15;
3650 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3652 // emergency - we ran out of space, allocate more memory
3653 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3654 newvalue = r_framedatasize.value * 2.0f;
3655 // 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
3656 if (sizeof(size_t) >= 8)
3657 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3659 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3660 // this might not be a growing it, but we'll allocate another buffer every time
3661 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3662 R_FrameData_Resize(true);
3665 data = r_framedata_mem->data + r_framedata_mem->current;
3666 r_framedata_mem->current += size;
3668 // count the usage for stats
3669 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3670 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3672 return (void *)data;
3675 void *R_FrameData_Store(size_t size, void *data)
3677 void *d = R_FrameData_Alloc(size);
3679 memcpy(d, data, size);
3683 void R_FrameData_SetMark(void)
3685 if (!r_framedata_mem)
3687 r_framedata_mem->mark = r_framedata_mem->current;
3690 void R_FrameData_ReturnToMark(void)
3692 if (!r_framedata_mem)
3694 r_framedata_mem->current = r_framedata_mem->mark;
3697 //==================================================================================
3699 // avoid reusing the same buffer objects on consecutive frames
3700 #define R_BUFFERDATA_CYCLE 3
3702 typedef struct r_bufferdata_buffer_s
3704 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3705 size_t size; // how much usable space
3706 size_t current; // how much space in use
3707 r_meshbuffer_t *buffer; // the buffer itself
3709 r_bufferdata_buffer_t;
3711 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3712 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3714 /// frees all dynamic buffers
3715 void R_BufferData_Reset(void)
3718 r_bufferdata_buffer_t **p, *mem;
3719 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3721 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3724 p = &r_bufferdata_buffer[cycle][type];
3730 R_Mesh_DestroyMeshBuffer(mem->buffer);
3737 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3738 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3740 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3742 float newvalue = r_buffermegs[type].value;
3744 // increase the cvar if we have to (but only if we already have a mem)
3745 if (mustgrow && mem)
3747 newvalue = bound(0.25f, newvalue, 256.0f);
3748 while (newvalue * 1024*1024 < minsize)
3751 // clamp the cvar to valid range
3752 newvalue = bound(0.25f, newvalue, 256.0f);
3753 if (r_buffermegs[type].value != newvalue)
3754 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3756 // calculate size in bytes
3757 size = (size_t)(newvalue * 1024*1024);
3758 size = bound(131072, size, 256*1024*1024);
3760 // allocate a new buffer if the size is different (purge old one later)
3761 // or if we were told we must grow the buffer
3762 if (!mem || mem->size != size || mustgrow)
3764 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3767 if (type == R_BUFFERDATA_VERTEX)
3768 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3769 else if (type == R_BUFFERDATA_INDEX16)
3770 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3771 else if (type == R_BUFFERDATA_INDEX32)
3772 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3773 else if (type == R_BUFFERDATA_UNIFORM)
3774 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3775 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3776 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3780 void R_BufferData_NewFrame(void)
3783 r_bufferdata_buffer_t **p, *mem;
3784 // cycle to the next frame's buffers
3785 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3786 // if we ran out of space on the last time we used these buffers, free the old memory now
3787 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3789 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3791 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3792 // free all but the head buffer, this is how we recycle obsolete
3793 // buffers after they are no longer in use
3794 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3800 R_Mesh_DestroyMeshBuffer(mem->buffer);
3803 // reset the current offset
3804 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3809 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3811 r_bufferdata_buffer_t *mem;
3815 *returnbufferoffset = 0;
3817 // align size to a byte boundary appropriate for the buffer type, this
3818 // makes all allocations have aligned start offsets
3819 if (type == R_BUFFERDATA_UNIFORM)
3820 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3822 padsize = (datasize + 15) & ~15;
3824 // if we ran out of space in this buffer we must allocate a new one
3825 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)
3826 R_BufferData_Resize(type, true, padsize);
3828 // if the resize did not give us enough memory, fail
3829 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)
3830 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3832 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3833 offset = (int)mem->current;
3834 mem->current += padsize;
3836 // upload the data to the buffer at the chosen offset
3838 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3839 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3841 // count the usage for stats
3842 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3843 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3845 // return the buffer offset
3846 *returnbufferoffset = offset;
3851 //==================================================================================
3853 // LadyHavoc: animcache originally written by Echon, rewritten since then
3856 * Animation cache prevents re-generating mesh data for an animated model
3857 * multiple times in one frame for lighting, shadowing, reflections, etc.
3860 void R_AnimCache_Free(void)
3864 void R_AnimCache_ClearCache(void)
3867 entity_render_t *ent;
3869 for (i = 0;i < r_refdef.scene.numentities;i++)
3871 ent = r_refdef.scene.entities[i];
3872 ent->animcache_vertex3f = NULL;
3873 ent->animcache_vertex3f_vertexbuffer = NULL;
3874 ent->animcache_vertex3f_bufferoffset = 0;
3875 ent->animcache_normal3f = NULL;
3876 ent->animcache_normal3f_vertexbuffer = NULL;
3877 ent->animcache_normal3f_bufferoffset = 0;
3878 ent->animcache_svector3f = NULL;
3879 ent->animcache_svector3f_vertexbuffer = NULL;
3880 ent->animcache_svector3f_bufferoffset = 0;
3881 ent->animcache_tvector3f = NULL;
3882 ent->animcache_tvector3f_vertexbuffer = NULL;
3883 ent->animcache_tvector3f_bufferoffset = 0;
3884 ent->animcache_skeletaltransform3x4 = NULL;
3885 ent->animcache_skeletaltransform3x4buffer = NULL;
3886 ent->animcache_skeletaltransform3x4offset = 0;
3887 ent->animcache_skeletaltransform3x4size = 0;
3891 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3893 dp_model_t *model = ent->model;
3896 // see if this ent is worth caching
3897 if (!model || !model->Draw || !model->AnimateVertices)
3899 // nothing to cache if it contains no animations and has no skeleton
3900 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3902 // see if it is already cached for gpuskeletal
3903 if (ent->animcache_skeletaltransform3x4)
3905 // see if it is already cached as a mesh
3906 if (ent->animcache_vertex3f)
3908 // check if we need to add normals or tangents
3909 if (ent->animcache_normal3f)
3910 wantnormals = false;
3911 if (ent->animcache_svector3f)
3912 wanttangents = false;
3913 if (!wantnormals && !wanttangents)
3917 // check which kind of cache we need to generate
3918 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3920 // cache the skeleton so the vertex shader can use it
3921 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3922 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3923 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3924 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3925 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3926 // note: this can fail if the buffer is at the grow limit
3927 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3928 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3930 else if (ent->animcache_vertex3f)
3932 // mesh was already cached but we may need to add normals/tangents
3933 // (this only happens with multiple views, reflections, cameras, etc)
3934 if (wantnormals || wanttangents)
3936 numvertices = model->surfmesh.num_vertices;
3938 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3941 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3942 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3944 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3945 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3946 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3947 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3952 // generate mesh cache
3953 numvertices = model->surfmesh.num_vertices;
3954 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3956 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3959 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3960 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3962 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3963 if (wantnormals || wanttangents)
3965 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3966 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3967 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3969 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3970 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3971 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3976 void R_AnimCache_CacheVisibleEntities(void)
3980 // TODO: thread this
3981 // NOTE: R_PrepareRTLights() also caches entities
3983 for (i = 0;i < r_refdef.scene.numentities;i++)
3984 if (r_refdef.viewcache.entityvisible[i])
3985 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3988 //==================================================================================
3990 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3992 long unsigned int i;
3994 vec3_t eyemins, eyemaxs;
3995 vec3_t boxmins, boxmaxs;
3996 vec3_t padmins, padmaxs;
3999 dp_model_t *model = r_refdef.scene.worldmodel;
4000 static vec3_t positions[] = {
4001 { 0.5f, 0.5f, 0.5f },
4002 { 0.0f, 0.0f, 0.0f },
4003 { 0.0f, 0.0f, 1.0f },
4004 { 0.0f, 1.0f, 0.0f },
4005 { 0.0f, 1.0f, 1.0f },
4006 { 1.0f, 0.0f, 0.0f },
4007 { 1.0f, 0.0f, 1.0f },
4008 { 1.0f, 1.0f, 0.0f },
4009 { 1.0f, 1.0f, 1.0f },
4012 // sample count can be set to -1 to skip this logic, for flicker-prone objects
4016 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
4017 if (!r_refdef.view.usevieworiginculling)
4020 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
4023 // expand the eye box a little
4024 eyemins[0] = eye[0] - eyejitter;
4025 eyemaxs[0] = eye[0] + eyejitter;
4026 eyemins[1] = eye[1] - eyejitter;
4027 eyemaxs[1] = eye[1] + eyejitter;
4028 eyemins[2] = eye[2] - eyejitter;
4029 eyemaxs[2] = eye[2] + eyejitter;
4030 // expand the box a little
4031 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4032 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4033 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4034 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4035 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4036 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4037 // make an even larger box for the acceptable area
4038 padmins[0] = boxmins[0] - pad;
4039 padmaxs[0] = boxmaxs[0] + pad;
4040 padmins[1] = boxmins[1] - pad;
4041 padmaxs[1] = boxmaxs[1] + pad;
4042 padmins[2] = boxmins[2] - pad;
4043 padmaxs[2] = boxmaxs[2] + pad;
4045 // return true if eye overlaps enlarged box
4046 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4049 // try specific positions in the box first - note that these can be cached
4050 if (r_cullentities_trace_entityocclusion.integer)
4052 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4055 VectorCopy(eye, start);
4056 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4057 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4058 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4059 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4060 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4061 // not picky - if the trace ended anywhere in the box we're good
4062 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4066 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4069 // try various random positions
4070 for (j = 0; j < numsamples; j++)
4072 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4073 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4074 if (r_cullentities_trace_entityocclusion.integer)
4076 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4077 // not picky - if the trace ended anywhere in the box we're good
4078 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4081 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4089 static void R_View_UpdateEntityVisible (void)
4094 entity_render_t *ent;
4096 if (r_refdef.envmap || r_fb.water.hideplayer)
4097 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4098 else if (chase_active.integer || r_fb.water.renderingscene)
4099 renderimask = RENDER_VIEWMODEL;
4101 renderimask = RENDER_EXTERIORMODEL;
4102 if (!r_drawviewmodel.integer)
4103 renderimask |= RENDER_VIEWMODEL;
4104 if (!r_drawexteriormodel.integer)
4105 renderimask |= RENDER_EXTERIORMODEL;
4106 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4107 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4109 // worldmodel can check visibility
4110 for (i = 0;i < r_refdef.scene.numentities;i++)
4112 ent = r_refdef.scene.entities[i];
4113 if (!(ent->flags & renderimask))
4114 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4115 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))
4116 r_refdef.viewcache.entityvisible[i] = true;
4121 // no worldmodel or it can't check visibility
4122 for (i = 0;i < r_refdef.scene.numentities;i++)
4124 ent = r_refdef.scene.entities[i];
4125 if (!(ent->flags & renderimask))
4126 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4127 r_refdef.viewcache.entityvisible[i] = true;
4130 if (r_cullentities_trace.integer)
4132 for (i = 0;i < r_refdef.scene.numentities;i++)
4134 if (!r_refdef.viewcache.entityvisible[i])
4136 ent = r_refdef.scene.entities[i];
4137 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4139 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4140 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))
4141 ent->last_trace_visibility = realtime;
4142 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4143 r_refdef.viewcache.entityvisible[i] = 0;
4149 /// only used if skyrendermasked, and normally returns false
4150 static int R_DrawBrushModelsSky (void)
4153 entity_render_t *ent;
4156 for (i = 0;i < r_refdef.scene.numentities;i++)
4158 if (!r_refdef.viewcache.entityvisible[i])
4160 ent = r_refdef.scene.entities[i];
4161 if (!ent->model || !ent->model->DrawSky)
4163 ent->model->DrawSky(ent);
4169 static void R_DrawNoModel(entity_render_t *ent);
4170 static void R_DrawModels(void)
4173 entity_render_t *ent;
4175 for (i = 0;i < r_refdef.scene.numentities;i++)
4177 if (!r_refdef.viewcache.entityvisible[i])
4179 ent = r_refdef.scene.entities[i];
4180 r_refdef.stats[r_stat_entities]++;
4182 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4185 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4186 Con_Printf("R_DrawModels\n");
4187 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4188 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4189 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4192 if (ent->model && ent->model->Draw != NULL)
4193 ent->model->Draw(ent);
4199 static void R_DrawModelsDepth(void)
4202 entity_render_t *ent;
4204 for (i = 0;i < r_refdef.scene.numentities;i++)
4206 if (!r_refdef.viewcache.entityvisible[i])
4208 ent = r_refdef.scene.entities[i];
4209 if (ent->model && ent->model->DrawDepth != NULL)
4210 ent->model->DrawDepth(ent);
4214 static void R_DrawModelsDebug(void)
4217 entity_render_t *ent;
4219 for (i = 0;i < r_refdef.scene.numentities;i++)
4221 if (!r_refdef.viewcache.entityvisible[i])
4223 ent = r_refdef.scene.entities[i];
4224 if (ent->model && ent->model->DrawDebug != NULL)
4225 ent->model->DrawDebug(ent);
4229 static void R_DrawModelsAddWaterPlanes(void)
4232 entity_render_t *ent;
4234 for (i = 0;i < r_refdef.scene.numentities;i++)
4236 if (!r_refdef.viewcache.entityvisible[i])
4238 ent = r_refdef.scene.entities[i];
4239 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4240 ent->model->DrawAddWaterPlanes(ent);
4244 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}};
4246 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4248 if (r_hdr_irisadaptation.integer)
4253 vec3_t diffusenormal;
4255 vec_t brightness = 0.0f;
4260 VectorCopy(r_refdef.view.forward, forward);
4261 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4263 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4264 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4265 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4266 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4267 d = DotProduct(forward, diffusenormal);
4268 brightness += VectorLength(ambient);
4270 brightness += d * VectorLength(diffuse);
4272 brightness *= 1.0f / c;
4273 brightness += 0.00001f; // make sure it's never zero
4274 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4275 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4276 current = r_hdr_irisadaptation_value.value;
4278 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4279 else if (current > goal)
4280 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4281 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4282 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4284 else if (r_hdr_irisadaptation_value.value != 1.0f)
4285 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4288 static void R_View_SetFrustum(const int *scissor)
4291 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4292 vec3_t forward, left, up, origin, v;
4296 // flipped x coordinates (because x points left here)
4297 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4298 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4299 // non-flipped y coordinates
4300 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4301 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4304 // we can't trust r_refdef.view.forward and friends in reflected scenes
4305 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4308 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4309 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4310 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4311 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4312 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4313 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4314 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4315 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4316 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4317 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4318 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4319 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4323 zNear = r_refdef.nearclip;
4324 nudge = 1.0 - 1.0 / (1<<23);
4325 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4326 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4327 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4328 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4329 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4330 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4331 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4332 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4338 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4339 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4340 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4341 r_refdef.view.frustum[0].dist = m[15] - m[12];
4343 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4344 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4345 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4346 r_refdef.view.frustum[1].dist = m[15] + m[12];
4348 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4349 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4350 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4351 r_refdef.view.frustum[2].dist = m[15] - m[13];
4353 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4354 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4355 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4356 r_refdef.view.frustum[3].dist = m[15] + m[13];
4358 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4359 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4360 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4361 r_refdef.view.frustum[4].dist = m[15] - m[14];
4363 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4364 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4365 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4366 r_refdef.view.frustum[5].dist = m[15] + m[14];
4369 if (r_refdef.view.useperspective)
4371 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4372 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]);
4373 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]);
4374 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]);
4375 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]);
4377 // then the normals from the corners relative to origin
4378 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4379 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4380 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4381 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4383 // in a NORMAL view, forward cross left == up
4384 // in a REFLECTED view, forward cross left == down
4385 // so our cross products above need to be adjusted for a left handed coordinate system
4386 CrossProduct(forward, left, v);
4387 if(DotProduct(v, up) < 0)
4389 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4390 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4391 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4392 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4395 // Leaving those out was a mistake, those were in the old code, and they
4396 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4397 // I couldn't reproduce it after adding those normalizations. --blub
4398 VectorNormalize(r_refdef.view.frustum[0].normal);
4399 VectorNormalize(r_refdef.view.frustum[1].normal);
4400 VectorNormalize(r_refdef.view.frustum[2].normal);
4401 VectorNormalize(r_refdef.view.frustum[3].normal);
4403 // make the corners absolute
4404 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4405 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4406 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4407 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4410 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4412 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4413 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4414 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4415 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4416 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4420 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4421 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4422 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4423 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4424 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4425 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4426 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4427 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4428 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4429 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4431 r_refdef.view.numfrustumplanes = 5;
4433 if (r_refdef.view.useclipplane)
4435 r_refdef.view.numfrustumplanes = 6;
4436 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4439 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4440 PlaneClassify(r_refdef.view.frustum + i);
4442 // LadyHavoc: note to all quake engine coders, Quake had a special case
4443 // for 90 degrees which assumed a square view (wrong), so I removed it,
4444 // Quake2 has it disabled as well.
4446 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4447 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4448 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4449 //PlaneClassify(&frustum[0]);
4451 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4452 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4453 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4454 //PlaneClassify(&frustum[1]);
4456 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4457 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4458 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4459 //PlaneClassify(&frustum[2]);
4461 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4462 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4463 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4464 //PlaneClassify(&frustum[3]);
4467 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4468 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4469 //PlaneClassify(&frustum[4]);
4472 static void R_View_UpdateWithScissor(const int *myscissor)
4474 R_Main_ResizeViewCache();
4475 R_View_SetFrustum(myscissor);
4476 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4477 R_View_UpdateEntityVisible();
4480 static void R_View_Update(void)
4482 R_Main_ResizeViewCache();
4483 R_View_SetFrustum(NULL);
4484 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4485 R_View_UpdateEntityVisible();
4488 float viewscalefpsadjusted = 1.0f;
4490 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4492 const float *customclipplane = NULL;
4494 int /*rtwidth,*/ rtheight;
4495 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4497 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4498 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4499 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4500 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4501 dist = r_refdef.view.clipplane.dist;
4502 plane[0] = r_refdef.view.clipplane.normal[0];
4503 plane[1] = r_refdef.view.clipplane.normal[1];
4504 plane[2] = r_refdef.view.clipplane.normal[2];
4506 customclipplane = plane;
4509 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4510 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4512 if (!r_refdef.view.useperspective)
4513 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);
4514 else if (vid.stencil && r_useinfinitefarclip.integer)
4515 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);
4517 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);
4518 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4519 R_SetViewport(&r_refdef.view.viewport);
4522 void R_EntityMatrix(const matrix4x4_t *matrix)
4524 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4526 gl_modelmatrixchanged = false;
4527 gl_modelmatrix = *matrix;
4528 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4529 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4530 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4531 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4533 switch(vid.renderpath)
4535 case RENDERPATH_GL32:
4536 case RENDERPATH_GLES2:
4537 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4538 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4544 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4546 r_viewport_t viewport;
4550 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4551 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4552 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4553 R_SetViewport(&viewport);
4554 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4555 GL_Color(1, 1, 1, 1);
4556 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4557 GL_BlendFunc(GL_ONE, GL_ZERO);
4558 GL_ScissorTest(false);
4559 GL_DepthMask(false);
4560 GL_DepthRange(0, 1);
4561 GL_DepthTest(false);
4562 GL_DepthFunc(GL_LEQUAL);
4563 R_EntityMatrix(&identitymatrix);
4564 R_Mesh_ResetTextureState();
4565 GL_PolygonOffset(0, 0);
4566 switch(vid.renderpath)
4568 case RENDERPATH_GL32:
4569 case RENDERPATH_GLES2:
4570 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4573 GL_CullFace(GL_NONE);
4578 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4580 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4583 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4585 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4586 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4587 GL_Color(1, 1, 1, 1);
4588 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4589 GL_BlendFunc(GL_ONE, GL_ZERO);
4590 GL_ScissorTest(true);
4592 GL_DepthRange(0, 1);
4594 GL_DepthFunc(GL_LEQUAL);
4595 R_EntityMatrix(&identitymatrix);
4596 R_Mesh_ResetTextureState();
4597 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4598 switch(vid.renderpath)
4600 case RENDERPATH_GL32:
4601 case RENDERPATH_GLES2:
4602 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4605 GL_CullFace(r_refdef.view.cullface_back);
4610 R_RenderView_UpdateViewVectors
4613 void R_RenderView_UpdateViewVectors(void)
4615 // break apart the view matrix into vectors for various purposes
4616 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4617 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4618 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4619 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4620 // make an inverted copy of the view matrix for tracking sprites
4621 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4624 void R_RenderTarget_FreeUnused(qboolean force)
4626 unsigned int i, j, end;
4627 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4628 for (i = 0; i < end; i++)
4630 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4631 // free resources for rendertargets that have not been used for a while
4632 // (note: this check is run after the frame render, so any targets used
4633 // this frame will not be affected even at low framerates)
4634 if (r && (realtime - r->lastusetime > 0.2 || force))
4637 R_Mesh_DestroyFramebufferObject(r->fbo);
4638 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4639 if (r->colortexture[j])
4640 R_FreeTexture(r->colortexture[j]);
4641 if (r->depthtexture)
4642 R_FreeTexture(r->depthtexture);
4643 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4648 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4650 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4654 y2 = (th - y - h) * ih;
4665 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4667 unsigned int i, j, end;
4668 r_rendertarget_t *r = NULL;
4670 // first try to reuse an existing slot if possible
4671 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4672 for (i = 0; i < end; i++)
4674 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4675 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4680 // no unused exact match found, so we have to make one in the first unused slot
4681 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4682 r->texturewidth = texturewidth;
4683 r->textureheight = textureheight;
4684 r->colortextype[0] = colortextype0;
4685 r->colortextype[1] = colortextype1;
4686 r->colortextype[2] = colortextype2;
4687 r->colortextype[3] = colortextype3;
4688 r->depthtextype = depthtextype;
4689 r->depthisrenderbuffer = depthisrenderbuffer;
4690 for (j = 0; j < 4; j++)
4691 if (r->colortextype[j])
4692 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);
4693 if (r->depthtextype)
4695 if (r->depthisrenderbuffer)
4696 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);
4698 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);
4700 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4702 r_refdef.stats[r_stat_rendertargets_used]++;
4703 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4704 r->lastusetime = realtime;
4705 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4709 static void R_Water_StartFrame(int viewwidth, int viewheight)
4711 int waterwidth, waterheight;
4713 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4716 // set waterwidth and waterheight to the water resolution that will be
4717 // used (often less than the screen resolution for faster rendering)
4718 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4719 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4721 if (!r_water.integer || r_showsurfaces.integer)
4722 waterwidth = waterheight = 0;
4724 // set up variables that will be used in shader setup
4725 r_fb.water.waterwidth = waterwidth;
4726 r_fb.water.waterheight = waterheight;
4727 r_fb.water.texturewidth = waterwidth;
4728 r_fb.water.textureheight = waterheight;
4729 r_fb.water.camerawidth = waterwidth;
4730 r_fb.water.cameraheight = waterheight;
4731 r_fb.water.screenscale[0] = 0.5f;
4732 r_fb.water.screenscale[1] = 0.5f;
4733 r_fb.water.screencenter[0] = 0.5f;
4734 r_fb.water.screencenter[1] = 0.5f;
4735 r_fb.water.enabled = waterwidth != 0;
4737 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4738 r_fb.water.numwaterplanes = 0;
4741 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4743 int planeindex, bestplaneindex, vertexindex;
4744 vec3_t mins, maxs, normal, center, v, n;
4745 vec_t planescore, bestplanescore;
4747 r_waterstate_waterplane_t *p;
4748 texture_t *t = R_GetCurrentTexture(surface->texture);
4750 rsurface.texture = t;
4751 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4752 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4753 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4755 // average the vertex normals, find the surface bounds (after deformvertexes)
4756 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4757 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4758 VectorCopy(n, normal);
4759 VectorCopy(v, mins);
4760 VectorCopy(v, maxs);
4761 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4763 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4764 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4765 VectorAdd(normal, n, normal);
4766 mins[0] = min(mins[0], v[0]);
4767 mins[1] = min(mins[1], v[1]);
4768 mins[2] = min(mins[2], v[2]);
4769 maxs[0] = max(maxs[0], v[0]);
4770 maxs[1] = max(maxs[1], v[1]);
4771 maxs[2] = max(maxs[2], v[2]);
4773 VectorNormalize(normal);
4774 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4776 VectorCopy(normal, plane.normal);
4777 VectorNormalize(plane.normal);
4778 plane.dist = DotProduct(center, plane.normal);
4779 PlaneClassify(&plane);
4780 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4782 // skip backfaces (except if nocullface is set)
4783 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4785 VectorNegate(plane.normal, plane.normal);
4787 PlaneClassify(&plane);
4791 // find a matching plane if there is one
4792 bestplaneindex = -1;
4793 bestplanescore = 1048576.0f;
4794 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4796 if(p->camera_entity == t->camera_entity)
4798 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4799 if (bestplaneindex < 0 || bestplanescore > planescore)
4801 bestplaneindex = planeindex;
4802 bestplanescore = planescore;
4806 planeindex = bestplaneindex;
4808 // if this surface does not fit any known plane rendered this frame, add one
4809 if (planeindex < 0 || bestplanescore > 0.001f)
4811 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4813 // store the new plane
4814 planeindex = r_fb.water.numwaterplanes++;
4815 p = r_fb.water.waterplanes + planeindex;
4817 // clear materialflags and pvs
4818 p->materialflags = 0;
4819 p->pvsvalid = false;
4820 p->camera_entity = t->camera_entity;
4821 VectorCopy(mins, p->mins);
4822 VectorCopy(maxs, p->maxs);
4826 // We're totally screwed.
4832 // merge mins/maxs when we're adding this surface to the plane
4833 p = r_fb.water.waterplanes + planeindex;
4834 p->mins[0] = min(p->mins[0], mins[0]);
4835 p->mins[1] = min(p->mins[1], mins[1]);
4836 p->mins[2] = min(p->mins[2], mins[2]);
4837 p->maxs[0] = max(p->maxs[0], maxs[0]);
4838 p->maxs[1] = max(p->maxs[1], maxs[1]);
4839 p->maxs[2] = max(p->maxs[2], maxs[2]);
4841 // merge this surface's materialflags into the waterplane
4842 p->materialflags |= t->currentmaterialflags;
4843 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4845 // merge this surface's PVS into the waterplane
4846 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4847 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4849 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4855 extern cvar_t r_drawparticles;
4856 extern cvar_t r_drawdecals;
4858 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4861 r_refdef_view_t originalview;
4862 r_refdef_view_t myview;
4863 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;
4864 r_waterstate_waterplane_t *p;
4866 r_rendertarget_t *rt;
4868 originalview = r_refdef.view;
4870 // lowquality hack, temporarily shut down some cvars and restore afterwards
4871 qualityreduction = r_water_lowquality.integer;
4872 if (qualityreduction > 0)
4874 if (qualityreduction >= 1)
4876 old_r_shadows = r_shadows.integer;
4877 old_r_worldrtlight = r_shadow_realtime_world.integer;
4878 old_r_dlight = r_shadow_realtime_dlight.integer;
4879 Cvar_SetValueQuick(&r_shadows, 0);
4880 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4881 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4883 if (qualityreduction >= 2)
4885 old_r_dynamic = r_dynamic.integer;
4886 old_r_particles = r_drawparticles.integer;
4887 old_r_decals = r_drawdecals.integer;
4888 Cvar_SetValueQuick(&r_dynamic, 0);
4889 Cvar_SetValueQuick(&r_drawparticles, 0);
4890 Cvar_SetValueQuick(&r_drawdecals, 0);
4894 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4896 p->rt_reflection = NULL;
4897 p->rt_refraction = NULL;
4898 p->rt_camera = NULL;
4902 r_refdef.view = originalview;
4903 r_refdef.view.showdebug = false;
4904 r_refdef.view.width = r_fb.water.waterwidth;
4905 r_refdef.view.height = r_fb.water.waterheight;
4906 r_refdef.view.useclipplane = true;
4907 myview = r_refdef.view;
4908 r_fb.water.renderingscene = true;
4909 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4911 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4914 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4916 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);
4917 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4919 r_refdef.view = myview;
4920 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4921 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4922 if(r_water_scissormode.integer)
4924 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4925 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4927 p->rt_reflection = NULL;
4928 p->rt_refraction = NULL;
4929 p->rt_camera = NULL;
4934 r_refdef.view.clipplane = p->plane;
4935 // reflected view origin may be in solid, so don't cull with it
4936 r_refdef.view.usevieworiginculling = false;
4937 // reverse the cullface settings for this render
4938 r_refdef.view.cullface_front = GL_FRONT;
4939 r_refdef.view.cullface_back = GL_BACK;
4940 // combined pvs (based on what can be seen from each surface center)
4941 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4943 r_refdef.view.usecustompvs = true;
4945 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4947 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4950 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4951 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4952 GL_ScissorTest(false);
4953 R_ClearScreen(r_refdef.fogenabled);
4954 GL_ScissorTest(true);
4955 if(r_water_scissormode.integer & 2)
4956 R_View_UpdateWithScissor(myscissor);
4959 R_AnimCache_CacheVisibleEntities();
4960 if(r_water_scissormode.integer & 1)
4961 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4962 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4964 r_fb.water.hideplayer = false;
4965 p->rt_reflection = rt;
4968 // render the normal view scene and copy into texture
4969 // (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)
4970 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4972 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);
4973 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4975 r_refdef.view = myview;
4976 if(r_water_scissormode.integer)
4978 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4979 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4981 p->rt_reflection = NULL;
4982 p->rt_refraction = NULL;
4983 p->rt_camera = NULL;
4988 // combined pvs (based on what can be seen from each surface center)
4989 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4991 r_refdef.view.usecustompvs = true;
4993 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4995 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4998 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
5000 r_refdef.view.clipplane = p->plane;
5001 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5002 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5004 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5006 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5007 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5008 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5009 R_RenderView_UpdateViewVectors();
5010 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5012 r_refdef.view.usecustompvs = true;
5013 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);
5017 PlaneClassify(&r_refdef.view.clipplane);
5019 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5020 GL_ScissorTest(false);
5021 R_ClearScreen(r_refdef.fogenabled);
5022 GL_ScissorTest(true);
5023 if(r_water_scissormode.integer & 2)
5024 R_View_UpdateWithScissor(myscissor);
5027 R_AnimCache_CacheVisibleEntities();
5028 if(r_water_scissormode.integer & 1)
5029 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5030 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5032 r_fb.water.hideplayer = false;
5033 p->rt_refraction = rt;
5035 else if (p->materialflags & MATERIALFLAG_CAMERA)
5037 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);
5038 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5040 r_refdef.view = myview;
5042 r_refdef.view.clipplane = p->plane;
5043 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5044 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5046 r_refdef.view.width = r_fb.water.camerawidth;
5047 r_refdef.view.height = r_fb.water.cameraheight;
5048 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5049 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5050 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5051 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5053 if(p->camera_entity)
5055 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5056 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5059 // note: all of the view is used for displaying... so
5060 // there is no use in scissoring
5062 // reverse the cullface settings for this render
5063 r_refdef.view.cullface_front = GL_FRONT;
5064 r_refdef.view.cullface_back = GL_BACK;
5065 // also reverse the view matrix
5066 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
5067 R_RenderView_UpdateViewVectors();
5068 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5070 r_refdef.view.usecustompvs = true;
5071 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);
5074 // camera needs no clipplane
5075 r_refdef.view.useclipplane = false;
5076 // TODO: is the camera origin always valid? if so we don't need to clear this
5077 r_refdef.view.usevieworiginculling = false;
5079 PlaneClassify(&r_refdef.view.clipplane);
5081 r_fb.water.hideplayer = false;
5083 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5084 GL_ScissorTest(false);
5085 R_ClearScreen(r_refdef.fogenabled);
5086 GL_ScissorTest(true);
5088 R_AnimCache_CacheVisibleEntities();
5089 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5091 r_fb.water.hideplayer = false;
5096 r_fb.water.renderingscene = false;
5097 r_refdef.view = originalview;
5098 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5100 R_AnimCache_CacheVisibleEntities();
5103 r_refdef.view = originalview;
5104 r_fb.water.renderingscene = false;
5105 Cvar_SetValueQuick(&r_water, 0);
5106 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5108 // lowquality hack, restore cvars
5109 if (qualityreduction > 0)
5111 if (qualityreduction >= 1)
5113 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5114 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5115 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5117 if (qualityreduction >= 2)
5119 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5120 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5121 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5126 static void R_Bloom_StartFrame(void)
5128 int screentexturewidth, screentextureheight;
5129 textype_t textype = TEXTYPE_COLORBUFFER;
5132 // clear the pointers to rendertargets from last frame as they're stale
5133 r_fb.rt_screen = NULL;
5134 r_fb.rt_bloom = NULL;
5136 switch (vid.renderpath)
5138 case RENDERPATH_GL32:
5139 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5140 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5141 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5143 case RENDERPATH_GLES2:
5144 r_fb.usedepthtextures = false;
5148 if (r_viewscale_fpsscaling.integer)
5150 double actualframetime;
5151 double targetframetime;
5153 actualframetime = r_refdef.lastdrawscreentime;
5154 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5155 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5156 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5157 if (r_viewscale_fpsscaling_stepsize.value > 0)
5160 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5162 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5164 viewscalefpsadjusted += adjust;
5165 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5168 viewscalefpsadjusted = 1.0f;
5170 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5172 scale *= sqrt(vid.samples); // supersampling
5173 scale = bound(0.03125f, scale, 4.0f);
5174 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5175 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5176 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5177 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5179 // set bloomwidth and bloomheight to the bloom resolution that will be
5180 // used (often less than the screen resolution for faster rendering)
5181 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5182 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5183 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5184 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5185 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5187 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))
5189 Cvar_SetValueQuick(&r_bloom, 0);
5190 Cvar_SetValueQuick(&r_motionblur, 0);
5191 Cvar_SetValueQuick(&r_damageblur, 0);
5193 if (!r_bloom.integer)
5194 r_fb.bloomwidth = r_fb.bloomheight = 0;
5196 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5197 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5199 if (r_fb.ghosttexture)
5200 R_FreeTexture(r_fb.ghosttexture);
5201 r_fb.ghosttexture = NULL;
5203 r_fb.screentexturewidth = screentexturewidth;
5204 r_fb.screentextureheight = screentextureheight;
5205 r_fb.textype = textype;
5207 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5209 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5210 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);
5211 r_fb.ghosttexture_valid = false;
5215 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5217 r_refdef.view.clear = true;
5220 static void R_Bloom_MakeTexture(void)
5223 float xoffset, yoffset, r, brighten;
5224 float colorscale = r_bloom_colorscale.value;
5225 r_viewport_t bloomviewport;
5226 r_rendertarget_t *prev, *cur;
5227 textype_t textype = r_fb.rt_screen->colortextype[0];
5229 r_refdef.stats[r_stat_bloom]++;
5231 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5233 // scale down screen texture to the bloom texture size
5235 prev = r_fb.rt_screen;
5236 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5237 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5238 R_SetViewport(&bloomviewport);
5239 GL_CullFace(GL_NONE);
5240 GL_DepthTest(false);
5241 GL_BlendFunc(GL_ONE, GL_ZERO);
5242 GL_Color(colorscale, colorscale, colorscale, 1);
5243 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5244 // TODO: do boxfilter scale-down in shader?
5245 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5246 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5247 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5248 // we now have a properly scaled bloom image
5250 // multiply bloom image by itself as many times as desired to darken it
5251 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5252 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5255 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5256 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5258 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5260 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5261 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5262 GL_Color(1,1,1,1); // no fix factor supported here
5263 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5264 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5265 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5266 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5270 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5271 brighten = r_bloom_brighten.value;
5272 brighten = sqrt(brighten);
5274 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5276 for (dir = 0;dir < 2;dir++)
5279 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5280 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5281 // blend on at multiple vertical offsets to achieve a vertical blur
5282 // TODO: do offset blends using GLSL
5283 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5285 GL_BlendFunc(GL_ONE, GL_ZERO);
5287 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5289 for (x = -range;x <= range;x++)
5291 if (!dir){xoffset = 0;yoffset = x;}
5292 else {xoffset = x;yoffset = 0;}
5293 xoffset /= (float)prev->texturewidth;
5294 yoffset /= (float)prev->textureheight;
5295 // compute a texcoord array with the specified x and y offset
5296 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5297 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5298 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5299 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5300 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5301 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5302 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5303 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5304 // this r value looks like a 'dot' particle, fading sharply to
5305 // black at the edges
5306 // (probably not realistic but looks good enough)
5307 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5308 //r = brighten/(range*2+1);
5309 r = brighten / (range * 2 + 1);
5311 r *= (1 - x*x/(float)((range+1)*(range+1)));
5315 GL_Color(r, r, r, 1);
5317 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5319 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5320 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5322 GL_BlendFunc(GL_ONE, GL_ONE);
5327 // now we have the bloom image, so keep track of it
5328 r_fb.rt_bloom = cur;
5331 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5333 dpuint64 permutation;
5334 float uservecs[4][4];
5335 rtexture_t *viewtexture;
5336 rtexture_t *bloomtexture;
5338 R_EntityMatrix(&identitymatrix);
5340 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5342 // declare variables
5343 float blur_factor, blur_mouseaccel, blur_velocity;
5344 static float blur_average;
5345 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5347 // set a goal for the factoring
5348 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5349 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5350 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5351 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5352 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5353 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5355 // from the goal, pick an averaged value between goal and last value
5356 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5357 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5359 // enforce minimum amount of blur
5360 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5362 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5364 // calculate values into a standard alpha
5365 cl.motionbluralpha = 1 - exp(-
5367 (r_motionblur.value * blur_factor / 80)
5369 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5372 max(0.0001, cl.time - cl.oldtime) // fps independent
5375 // randomization for the blur value to combat persistent ghosting
5376 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5377 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5380 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5381 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5383 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5384 GL_Color(1, 1, 1, cl.motionbluralpha);
5385 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5386 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5387 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5388 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5389 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5392 // updates old view angles for next pass
5393 VectorCopy(cl.viewangles, blur_oldangles);
5395 // copy view into the ghost texture
5396 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5397 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5398 r_fb.ghosttexture_valid = true;
5401 if (r_fb.bloomwidth)
5403 // make the bloom texture
5404 R_Bloom_MakeTexture();
5407 #if _MSC_VER >= 1400
5408 #define sscanf sscanf_s
5410 memset(uservecs, 0, sizeof(uservecs));
5411 if (r_glsl_postprocess_uservec1_enable.integer)
5412 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5413 if (r_glsl_postprocess_uservec2_enable.integer)
5414 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5415 if (r_glsl_postprocess_uservec3_enable.integer)
5416 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5417 if (r_glsl_postprocess_uservec4_enable.integer)
5418 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5420 // render to the screen fbo
5421 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5422 GL_Color(1, 1, 1, 1);
5423 GL_BlendFunc(GL_ONE, GL_ZERO);
5425 viewtexture = r_fb.rt_screen->colortexture[0];
5426 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5428 if (r_rendertarget_debug.integer >= 0)
5430 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5431 if (rt && rt->colortexture[0])
5433 viewtexture = rt->colortexture[0];
5434 bloomtexture = NULL;
5438 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5439 switch(vid.renderpath)
5441 case RENDERPATH_GL32:
5442 case RENDERPATH_GLES2:
5444 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5445 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5446 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5447 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5448 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5449 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5450 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5451 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5452 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5453 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]);
5454 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5455 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]);
5456 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]);
5457 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]);
5458 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]);
5459 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5460 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5461 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);
5462 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5465 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5466 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5469 matrix4x4_t r_waterscrollmatrix;
5471 void R_UpdateFog(void)
5474 if (gamemode == GAME_NEHAHRA)
5476 if (gl_fogenable.integer)
5478 r_refdef.oldgl_fogenable = true;
5479 r_refdef.fog_density = gl_fogdensity.value;
5480 r_refdef.fog_red = gl_fogred.value;
5481 r_refdef.fog_green = gl_foggreen.value;
5482 r_refdef.fog_blue = gl_fogblue.value;
5483 r_refdef.fog_alpha = 1;
5484 r_refdef.fog_start = 0;
5485 r_refdef.fog_end = gl_skyclip.value;
5486 r_refdef.fog_height = 1<<30;
5487 r_refdef.fog_fadedepth = 128;
5489 else if (r_refdef.oldgl_fogenable)
5491 r_refdef.oldgl_fogenable = false;
5492 r_refdef.fog_density = 0;
5493 r_refdef.fog_red = 0;
5494 r_refdef.fog_green = 0;
5495 r_refdef.fog_blue = 0;
5496 r_refdef.fog_alpha = 0;
5497 r_refdef.fog_start = 0;
5498 r_refdef.fog_end = 0;
5499 r_refdef.fog_height = 1<<30;
5500 r_refdef.fog_fadedepth = 128;
5505 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5506 r_refdef.fog_start = max(0, r_refdef.fog_start);
5507 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5509 if (r_refdef.fog_density && r_drawfog.integer)
5511 r_refdef.fogenabled = true;
5512 // this is the point where the fog reaches 0.9986 alpha, which we
5513 // consider a good enough cutoff point for the texture
5514 // (0.9986 * 256 == 255.6)
5515 if (r_fog_exp2.integer)
5516 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5518 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5519 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5520 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5521 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5522 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5523 R_BuildFogHeightTexture();
5524 // fog color was already set
5525 // update the fog texture
5526 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)
5527 R_BuildFogTexture();
5528 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5529 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5532 r_refdef.fogenabled = false;
5535 if (r_refdef.fog_density)
5537 r_refdef.fogcolor[0] = r_refdef.fog_red;
5538 r_refdef.fogcolor[1] = r_refdef.fog_green;
5539 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5541 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5542 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5543 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5544 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5548 VectorCopy(r_refdef.fogcolor, fogvec);
5549 // color.rgb *= ContrastBoost * SceneBrightness;
5550 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5551 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5552 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5553 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5558 void R_UpdateVariables(void)
5562 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5564 r_refdef.farclip = r_farclip_base.value;
5565 if (r_refdef.scene.worldmodel)
5566 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5567 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5569 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5570 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5571 r_refdef.polygonfactor = 0;
5572 r_refdef.polygonoffset = 0;
5574 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5575 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5576 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5577 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5578 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5579 if (r_refdef.scene.worldmodel)
5581 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5583 if (r_showsurfaces.integer)
5585 r_refdef.scene.rtworld = false;
5586 r_refdef.scene.rtworldshadows = false;
5587 r_refdef.scene.rtdlight = false;
5588 r_refdef.scene.rtdlightshadows = false;
5589 r_refdef.scene.lightmapintensity = 0;
5592 r_gpuskeletal = false;
5593 switch(vid.renderpath)
5595 case RENDERPATH_GL32:
5596 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5597 case RENDERPATH_GLES2:
5598 if(!vid_gammatables_trivial)
5600 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5602 // build GLSL gamma texture
5603 #define RAMPWIDTH 256
5604 unsigned short ramp[RAMPWIDTH * 3];
5605 unsigned char rampbgr[RAMPWIDTH][4];
5608 r_texture_gammaramps_serial = vid_gammatables_serial;
5610 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5611 for(i = 0; i < RAMPWIDTH; ++i)
5613 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5614 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5615 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5618 if (r_texture_gammaramps)
5620 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5624 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5630 // remove GLSL gamma texture
5636 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5637 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5643 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5644 if( scenetype != r_currentscenetype ) {
5645 // store the old scenetype
5646 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5647 r_currentscenetype = scenetype;
5648 // move in the new scene
5649 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5658 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5660 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5661 if( scenetype == r_currentscenetype ) {
5662 return &r_refdef.scene;
5664 return &r_scenes_store[ scenetype ];
5668 static int R_SortEntities_Compare(const void *ap, const void *bp)
5670 const entity_render_t *a = *(const entity_render_t **)ap;
5671 const entity_render_t *b = *(const entity_render_t **)bp;
5674 if(a->model < b->model)
5676 if(a->model > b->model)
5680 // TODO possibly calculate the REAL skinnum here first using
5682 if(a->skinnum < b->skinnum)
5684 if(a->skinnum > b->skinnum)
5687 // everything we compared is equal
5690 static void R_SortEntities(void)
5692 // below or equal 2 ents, sorting never gains anything
5693 if(r_refdef.scene.numentities <= 2)
5696 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5704 extern cvar_t r_shadow_bouncegrid;
5705 extern cvar_t v_isometric;
5706 extern void V_MakeViewIsometric(void);
5707 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5709 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5711 rtexture_t *viewdepthtexture = NULL;
5712 rtexture_t *viewcolortexture = NULL;
5713 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5715 // finish any 2D rendering that was queued
5718 if (r_timereport_active)
5719 R_TimeReport("start");
5720 r_textureframe++; // used only by R_GetCurrentTexture
5721 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5723 if(R_CompileShader_CheckStaticParms())
5724 R_GLSL_Restart_f(&cmd_client);
5726 if (!r_drawentities.integer)
5727 r_refdef.scene.numentities = 0;
5728 else if (r_sortentities.integer)
5731 R_AnimCache_ClearCache();
5733 /* adjust for stereo display */
5734 if(R_Stereo_Active())
5736 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);
5737 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5740 if (r_refdef.view.isoverlay)
5742 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5743 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5744 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5745 R_TimeReport("depthclear");
5747 r_refdef.view.showdebug = false;
5749 r_fb.water.enabled = false;
5750 r_fb.water.numwaterplanes = 0;
5752 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5754 r_refdef.view.matrix = originalmatrix;
5760 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5762 r_refdef.view.matrix = originalmatrix;
5766 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5767 if (v_isometric.integer && r_refdef.view.ismain)
5768 V_MakeViewIsometric();
5770 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5772 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5773 // in sRGB fallback, behave similar to true sRGB: convert this
5774 // value from linear to sRGB
5775 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5777 R_RenderView_UpdateViewVectors();
5779 R_Shadow_UpdateWorldLightSelection();
5781 // this will set up r_fb.rt_screen
5782 R_Bloom_StartFrame();
5784 // apply bloom brightness offset
5786 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5788 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5791 viewfbo = r_fb.rt_screen->fbo;
5792 viewdepthtexture = r_fb.rt_screen->depthtexture;
5793 viewcolortexture = r_fb.rt_screen->colortexture[0];
5796 viewwidth = r_fb.rt_screen->texturewidth;
5797 viewheight = r_fb.rt_screen->textureheight;
5800 R_Water_StartFrame(viewwidth, viewheight);
5803 if (r_timereport_active)
5804 R_TimeReport("viewsetup");
5806 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5808 // clear the whole fbo every frame - otherwise the driver will consider
5809 // it to be an inter-frame texture and stall in multi-gpu configurations
5811 GL_ScissorTest(false);
5812 R_ClearScreen(r_refdef.fogenabled);
5813 if (r_timereport_active)
5814 R_TimeReport("viewclear");
5816 r_refdef.view.clear = true;
5818 r_refdef.view.showdebug = true;
5821 if (r_timereport_active)
5822 R_TimeReport("visibility");
5824 R_AnimCache_CacheVisibleEntities();
5825 if (r_timereport_active)
5826 R_TimeReport("animcache");
5828 R_Shadow_UpdateBounceGridTexture();
5829 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5831 r_fb.water.numwaterplanes = 0;
5832 if (r_fb.water.enabled)
5833 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5835 // for the actual view render we use scissoring a fair amount, so scissor
5836 // test needs to be on
5838 GL_ScissorTest(true);
5839 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5840 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5841 r_fb.water.numwaterplanes = 0;
5843 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5844 GL_ScissorTest(false);
5846 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5847 if (r_timereport_active)
5848 R_TimeReport("blendview");
5850 r_refdef.view.matrix = originalmatrix;
5854 // go back to 2d rendering
5858 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5860 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5862 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5863 if (r_timereport_active)
5864 R_TimeReport("waterworld");
5867 // don't let sound skip if going slow
5868 if (r_refdef.scene.extraupdate)
5871 R_DrawModelsAddWaterPlanes();
5872 if (r_timereport_active)
5873 R_TimeReport("watermodels");
5875 if (r_fb.water.numwaterplanes)
5877 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5878 if (r_timereport_active)
5879 R_TimeReport("waterscenes");
5883 extern cvar_t cl_locs_show;
5884 static void R_DrawLocs(void);
5885 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5886 static void R_DrawModelDecals(void);
5887 extern qboolean r_shadow_usingdeferredprepass;
5888 extern int r_shadow_shadowmapatlas_modelshadows_size;
5889 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5891 qboolean shadowmapping = false;
5893 if (r_timereport_active)
5894 R_TimeReport("beginscene");
5896 r_refdef.stats[r_stat_renders]++;
5900 // don't let sound skip if going slow
5901 if (r_refdef.scene.extraupdate)
5904 R_MeshQueue_BeginScene();
5908 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);
5910 if (r_timereport_active)
5911 R_TimeReport("skystartframe");
5913 if (cl.csqc_vidvars.drawworld)
5915 // don't let sound skip if going slow
5916 if (r_refdef.scene.extraupdate)
5919 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5921 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5922 if (r_timereport_active)
5923 R_TimeReport("worldsky");
5926 if (R_DrawBrushModelsSky() && r_timereport_active)
5927 R_TimeReport("bmodelsky");
5929 if (skyrendermasked && skyrenderlater)
5931 // we have to force off the water clipping plane while rendering sky
5932 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5934 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5935 if (r_timereport_active)
5936 R_TimeReport("sky");
5940 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5941 r_shadow_viewfbo = viewfbo;
5942 r_shadow_viewdepthtexture = viewdepthtexture;
5943 r_shadow_viewcolortexture = viewcolortexture;
5944 r_shadow_viewx = viewx;
5945 r_shadow_viewy = viewy;
5946 r_shadow_viewwidth = viewwidth;
5947 r_shadow_viewheight = viewheight;
5949 R_Shadow_PrepareModelShadows();
5950 R_Shadow_PrepareLights();
5951 if (r_timereport_active)
5952 R_TimeReport("preparelights");
5954 // render all the shadowmaps that will be used for this view
5955 shadowmapping = R_Shadow_ShadowMappingEnabled();
5956 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5958 R_Shadow_DrawShadowMaps();
5959 if (r_timereport_active)
5960 R_TimeReport("shadowmaps");
5963 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5964 if (r_shadow_usingdeferredprepass)
5965 R_Shadow_DrawPrepass();
5967 // now we begin the forward pass of the view render
5968 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5970 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5971 if (r_timereport_active)
5972 R_TimeReport("worlddepth");
5974 if (r_depthfirst.integer >= 2)
5976 R_DrawModelsDepth();
5977 if (r_timereport_active)
5978 R_TimeReport("modeldepth");
5981 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5983 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5984 if (r_timereport_active)
5985 R_TimeReport("world");
5988 // don't let sound skip if going slow
5989 if (r_refdef.scene.extraupdate)
5993 if (r_timereport_active)
5994 R_TimeReport("models");
5996 // don't let sound skip if going slow
5997 if (r_refdef.scene.extraupdate)
6000 if (!r_shadow_usingdeferredprepass)
6002 R_Shadow_DrawLights();
6003 if (r_timereport_active)
6004 R_TimeReport("rtlights");
6007 // don't let sound skip if going slow
6008 if (r_refdef.scene.extraupdate)
6011 if (cl.csqc_vidvars.drawworld)
6013 R_DrawModelDecals();
6014 if (r_timereport_active)
6015 R_TimeReport("modeldecals");
6018 if (r_timereport_active)
6019 R_TimeReport("particles");
6022 if (r_timereport_active)
6023 R_TimeReport("explosions");
6026 if (r_refdef.view.showdebug)
6028 if (cl_locs_show.integer)
6031 if (r_timereport_active)
6032 R_TimeReport("showlocs");
6035 if (r_drawportals.integer)
6038 if (r_timereport_active)
6039 R_TimeReport("portals");
6042 if (r_showbboxes_client.value > 0)
6044 R_DrawEntityBBoxes(CLVM_prog);
6045 if (r_timereport_active)
6046 R_TimeReport("clbboxes");
6048 if (r_showbboxes.value > 0)
6050 R_DrawEntityBBoxes(SVVM_prog);
6051 if (r_timereport_active)
6052 R_TimeReport("svbboxes");
6056 if (r_transparent.integer)
6058 R_MeshQueue_RenderTransparent();
6059 if (r_timereport_active)
6060 R_TimeReport("drawtrans");
6063 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))
6065 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6066 if (r_timereport_active)
6067 R_TimeReport("worlddebug");
6068 R_DrawModelsDebug();
6069 if (r_timereport_active)
6070 R_TimeReport("modeldebug");
6073 if (cl.csqc_vidvars.drawworld)
6075 R_Shadow_DrawCoronas();
6076 if (r_timereport_active)
6077 R_TimeReport("coronas");
6080 // don't let sound skip if going slow
6081 if (r_refdef.scene.extraupdate)
6085 static const unsigned short bboxelements[36] =
6095 #define BBOXEDGES 13
6096 static const float bboxedges[BBOXEDGES][6] =
6099 { 0, 0, 0, 1, 1, 1 },
6101 { 0, 0, 0, 0, 1, 0 },
6102 { 0, 0, 0, 1, 0, 0 },
6103 { 0, 1, 0, 1, 1, 0 },
6104 { 1, 0, 0, 1, 1, 0 },
6106 { 0, 0, 1, 0, 1, 1 },
6107 { 0, 0, 1, 1, 0, 1 },
6108 { 0, 1, 1, 1, 1, 1 },
6109 { 1, 0, 1, 1, 1, 1 },
6111 { 0, 0, 0, 0, 0, 1 },
6112 { 1, 0, 0, 1, 0, 1 },
6113 { 0, 1, 0, 0, 1, 1 },
6114 { 1, 1, 0, 1, 1, 1 },
6117 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6119 int numvertices = BBOXEDGES * 8;
6120 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6121 int numtriangles = BBOXEDGES * 12;
6122 unsigned short elements[BBOXEDGES * 36];
6124 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6126 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6128 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6129 GL_DepthMask(false);
6130 GL_DepthRange(0, 1);
6131 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6133 for (edge = 0; edge < BBOXEDGES; edge++)
6135 for (i = 0; i < 3; i++)
6137 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6138 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6140 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6141 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6142 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6143 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6144 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6145 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6146 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6147 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6148 for (i = 0; i < 36; i++)
6149 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6151 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6152 if (r_refdef.fogenabled)
6154 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6156 f1 = RSurf_FogVertex(v);
6158 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6159 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6160 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6163 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6164 R_Mesh_ResetTextureState();
6165 R_SetupShader_Generic_NoTexture(false, false);
6166 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6169 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6171 // hacky overloading of the parameters
6172 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6175 prvm_edict_t *edict;
6177 GL_CullFace(GL_NONE);
6178 R_SetupShader_Generic_NoTexture(false, false);
6180 for (i = 0;i < numsurfaces;i++)
6182 edict = PRVM_EDICT_NUM(surfacelist[i]);
6183 switch ((int)PRVM_serveredictfloat(edict, solid))
6185 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6186 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6187 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6188 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6189 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6190 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6191 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6193 if (prog == CLVM_prog)
6194 color[3] *= r_showbboxes_client.value;
6196 color[3] *= r_showbboxes.value;
6197 color[3] = bound(0, color[3], 1);
6198 GL_DepthTest(!r_showdisabledepthtest.integer);
6199 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6203 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6206 prvm_edict_t *edict;
6212 for (i = 0; i < prog->num_edicts; i++)
6214 edict = PRVM_EDICT_NUM(i);
6215 if (edict->priv.server->free)
6217 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6218 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6220 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6222 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6223 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6227 static const int nomodelelement3i[24] =
6239 static const unsigned short nomodelelement3s[24] =
6251 static const float nomodelvertex3f[6*3] =
6261 static const float nomodelcolor4f[6*4] =
6263 0.0f, 0.0f, 0.5f, 1.0f,
6264 0.0f, 0.0f, 0.5f, 1.0f,
6265 0.0f, 0.5f, 0.0f, 1.0f,
6266 0.0f, 0.5f, 0.0f, 1.0f,
6267 0.5f, 0.0f, 0.0f, 1.0f,
6268 0.5f, 0.0f, 0.0f, 1.0f
6271 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6277 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);
6279 // this is only called once per entity so numsurfaces is always 1, and
6280 // surfacelist is always {0}, so this code does not handle batches
6282 if (rsurface.ent_flags & RENDER_ADDITIVE)
6284 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6285 GL_DepthMask(false);
6287 else if (ent->alpha < 1)
6289 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6290 GL_DepthMask(false);
6294 GL_BlendFunc(GL_ONE, GL_ZERO);
6297 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6298 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6299 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6300 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6301 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6302 for (i = 0, c = color4f;i < 6;i++, c += 4)
6304 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6305 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6306 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6309 if (r_refdef.fogenabled)
6311 for (i = 0, c = color4f;i < 6;i++, c += 4)
6313 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6315 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6316 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6317 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6320 // R_Mesh_ResetTextureState();
6321 R_SetupShader_Generic_NoTexture(false, false);
6322 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6323 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6326 void R_DrawNoModel(entity_render_t *ent)
6329 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6330 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6331 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6333 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6336 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6338 vec3_t right1, right2, diff, normal;
6340 VectorSubtract (org2, org1, normal);
6342 // calculate 'right' vector for start
6343 VectorSubtract (r_refdef.view.origin, org1, diff);
6344 CrossProduct (normal, diff, right1);
6345 VectorNormalize (right1);
6347 // calculate 'right' vector for end
6348 VectorSubtract (r_refdef.view.origin, org2, diff);
6349 CrossProduct (normal, diff, right2);
6350 VectorNormalize (right2);
6352 vert[ 0] = org1[0] + width * right1[0];
6353 vert[ 1] = org1[1] + width * right1[1];
6354 vert[ 2] = org1[2] + width * right1[2];
6355 vert[ 3] = org1[0] - width * right1[0];
6356 vert[ 4] = org1[1] - width * right1[1];
6357 vert[ 5] = org1[2] - width * right1[2];
6358 vert[ 6] = org2[0] - width * right2[0];
6359 vert[ 7] = org2[1] - width * right2[1];
6360 vert[ 8] = org2[2] - width * right2[2];
6361 vert[ 9] = org2[0] + width * right2[0];
6362 vert[10] = org2[1] + width * right2[1];
6363 vert[11] = org2[2] + width * right2[2];
6366 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)
6368 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6369 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6370 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6371 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6372 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6373 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6374 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6375 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6376 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6377 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6378 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6379 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6382 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6387 VectorSet(v, x, y, z);
6388 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6389 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6391 if (i == mesh->numvertices)
6393 if (mesh->numvertices < mesh->maxvertices)
6395 VectorCopy(v, vertex3f);
6396 mesh->numvertices++;
6398 return mesh->numvertices;
6404 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6408 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6409 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6410 e = mesh->element3i + mesh->numtriangles * 3;
6411 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6413 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6414 if (mesh->numtriangles < mesh->maxtriangles)
6419 mesh->numtriangles++;
6421 element[1] = element[2];
6425 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6429 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6430 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6431 e = mesh->element3i + mesh->numtriangles * 3;
6432 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6434 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6435 if (mesh->numtriangles < mesh->maxtriangles)
6440 mesh->numtriangles++;
6442 element[1] = element[2];
6446 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6447 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6449 int planenum, planenum2;
6452 mplane_t *plane, *plane2;
6454 double temppoints[2][256*3];
6455 // figure out how large a bounding box we need to properly compute this brush
6457 for (w = 0;w < numplanes;w++)
6458 maxdist = max(maxdist, fabs(planes[w].dist));
6459 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6460 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6461 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6465 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6466 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6468 if (planenum2 == planenum)
6470 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);
6473 if (tempnumpoints < 3)
6475 // generate elements forming a triangle fan for this polygon
6476 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6480 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6482 if(parms[0] == 0 && parms[1] == 0)
6484 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6485 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6490 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6493 index = parms[2] + rsurface.shadertime * parms[3];
6494 index -= floor(index);
6495 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6498 case Q3WAVEFUNC_NONE:
6499 case Q3WAVEFUNC_NOISE:
6500 case Q3WAVEFUNC_COUNT:
6503 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6504 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6505 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6506 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6507 case Q3WAVEFUNC_TRIANGLE:
6509 f = index - floor(index);
6522 f = parms[0] + parms[1] * f;
6523 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6524 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6528 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6535 matrix4x4_t matrix, temp;
6536 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6537 // it's better to have one huge fixup every 9 hours than gradual
6538 // degradation over time which looks consistently bad after many hours.
6540 // tcmod scroll in particular suffers from this degradation which can't be
6541 // effectively worked around even with floor() tricks because we don't
6542 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6543 // a workaround involving floor() would be incorrect anyway...
6544 shadertime = rsurface.shadertime;
6545 if (shadertime >= 32768.0f)
6546 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6547 switch(tcmod->tcmod)
6551 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6552 matrix = r_waterscrollmatrix;
6554 matrix = identitymatrix;
6556 case Q3TCMOD_ENTITYTRANSLATE:
6557 // this is used in Q3 to allow the gamecode to control texcoord
6558 // scrolling on the entity, which is not supported in darkplaces yet.
6559 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6561 case Q3TCMOD_ROTATE:
6562 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6563 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6564 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6567 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6569 case Q3TCMOD_SCROLL:
6570 // this particular tcmod is a "bug for bug" compatible one with regards to
6571 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6572 // specifically did the wrapping and so we must mimic that...
6573 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6574 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6575 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6577 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6578 w = (int) tcmod->parms[0];
6579 h = (int) tcmod->parms[1];
6580 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6582 idx = (int) floor(f * w * h);
6583 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6585 case Q3TCMOD_STRETCH:
6586 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6587 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6589 case Q3TCMOD_TRANSFORM:
6590 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6591 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6592 VectorSet(tcmat + 6, 0 , 0 , 1);
6593 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6594 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6596 case Q3TCMOD_TURBULENT:
6597 // this is handled in the RSurf_PrepareVertices function
6598 matrix = identitymatrix;
6602 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6605 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6607 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6608 char name[MAX_QPATH];
6609 skinframe_t *skinframe;
6610 unsigned char pixels[296*194];
6611 strlcpy(cache->name, skinname, sizeof(cache->name));
6612 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6613 if (developer_loading.integer)
6614 Con_Printf("loading %s\n", name);
6615 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6616 if (!skinframe || !skinframe->base)
6619 fs_offset_t filesize;
6621 f = FS_LoadFile(name, tempmempool, true, &filesize);
6624 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6625 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6629 cache->skinframe = skinframe;
6632 texture_t *R_GetCurrentTexture(texture_t *t)
6635 const entity_render_t *ent = rsurface.entity;
6636 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6637 q3shaderinfo_layer_tcmod_t *tcmod;
6638 float specularscale = 0.0f;
6640 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6641 return t->currentframe;
6642 t->update_lastrenderframe = r_textureframe;
6643 t->update_lastrenderentity = (void *)ent;
6645 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6646 t->camera_entity = ent->entitynumber;
6648 t->camera_entity = 0;
6650 // switch to an alternate material if this is a q1bsp animated material
6652 texture_t *texture = t;
6653 int s = rsurface.ent_skinnum;
6654 if ((unsigned int)s >= (unsigned int)model->numskins)
6656 if (model->skinscenes)
6658 if (model->skinscenes[s].framecount > 1)
6659 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6661 s = model->skinscenes[s].firstframe;
6664 t = t + s * model->num_surfaces;
6667 // use an alternate animation if the entity's frame is not 0,
6668 // and only if the texture has an alternate animation
6669 if (t->animated == 2) // q2bsp
6670 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6671 else if (rsurface.ent_alttextures && t->anim_total[1])
6672 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6674 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6676 texture->currentframe = t;
6679 // update currentskinframe to be a qw skin or animation frame
6680 if (rsurface.ent_qwskin >= 0)
6682 i = rsurface.ent_qwskin;
6683 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6685 r_qwskincache_size = cl.maxclients;
6687 Mem_Free(r_qwskincache);
6688 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6690 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6691 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6692 t->currentskinframe = r_qwskincache[i].skinframe;
6693 if (t->materialshaderpass && t->currentskinframe == NULL)
6694 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6696 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6697 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6698 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6699 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6701 t->currentmaterialflags = t->basematerialflags;
6702 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6703 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6704 t->currentalpha *= r_wateralpha.value;
6705 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6706 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6707 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6708 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6710 // decide on which type of lighting to use for this surface
6711 if (rsurface.entity->render_modellight_forced)
6712 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6713 if (rsurface.entity->render_rtlight_disabled)
6714 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6715 if (rsurface.entity->render_lightgrid)
6716 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6717 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6719 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6720 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6721 for (q = 0; q < 3; q++)
6723 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6724 t->render_modellight_lightdir[q] = q == 2;
6725 t->render_modellight_ambient[q] = 1;
6726 t->render_modellight_diffuse[q] = 0;
6727 t->render_modellight_specular[q] = 0;
6728 t->render_lightmap_ambient[q] = 0;
6729 t->render_lightmap_diffuse[q] = 0;
6730 t->render_lightmap_specular[q] = 0;
6731 t->render_rtlight_diffuse[q] = 0;
6732 t->render_rtlight_specular[q] = 0;
6735 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6737 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6738 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6739 for (q = 0; q < 3; q++)
6741 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6742 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6743 t->render_modellight_lightdir[q] = q == 2;
6744 t->render_modellight_diffuse[q] = 0;
6745 t->render_modellight_specular[q] = 0;
6746 t->render_lightmap_ambient[q] = 0;
6747 t->render_lightmap_diffuse[q] = 0;
6748 t->render_lightmap_specular[q] = 0;
6749 t->render_rtlight_diffuse[q] = 0;
6750 t->render_rtlight_specular[q] = 0;
6753 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6755 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6756 for (q = 0; q < 3; q++)
6758 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6759 t->render_modellight_lightdir[q] = q == 2;
6760 t->render_modellight_ambient[q] = 0;
6761 t->render_modellight_diffuse[q] = 0;
6762 t->render_modellight_specular[q] = 0;
6763 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6764 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6765 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6766 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6767 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6770 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6772 // ambient + single direction light (modellight)
6773 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6774 for (q = 0; q < 3; q++)
6776 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6777 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6778 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6779 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6780 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6781 t->render_lightmap_ambient[q] = 0;
6782 t->render_lightmap_diffuse[q] = 0;
6783 t->render_lightmap_specular[q] = 0;
6784 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6785 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6790 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6791 for (q = 0; q < 3; q++)
6793 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6794 t->render_modellight_lightdir[q] = q == 2;
6795 t->render_modellight_ambient[q] = 0;
6796 t->render_modellight_diffuse[q] = 0;
6797 t->render_modellight_specular[q] = 0;
6798 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6799 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6800 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6801 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6802 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6806 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6808 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6809 // attribute, we punt it to the lightmap path and hope for the best,
6810 // but lighting doesn't work.
6812 // FIXME: this is fine for effects but CSQC polygons should be subject
6814 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6815 for (q = 0; q < 3; q++)
6817 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6818 t->render_modellight_lightdir[q] = q == 2;
6819 t->render_modellight_ambient[q] = 0;
6820 t->render_modellight_diffuse[q] = 0;
6821 t->render_modellight_specular[q] = 0;
6822 t->render_lightmap_ambient[q] = 0;
6823 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6824 t->render_lightmap_specular[q] = 0;
6825 t->render_rtlight_diffuse[q] = 0;
6826 t->render_rtlight_specular[q] = 0;
6830 for (q = 0; q < 3; q++)
6832 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6833 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6836 if (rsurface.ent_flags & RENDER_ADDITIVE)
6837 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6838 else if (t->currentalpha < 1)
6839 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6840 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6841 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6842 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6843 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6844 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6845 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6846 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6847 if (t->backgroundshaderpass)
6848 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6849 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6851 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6852 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6855 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6856 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6858 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6859 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6861 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6862 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6864 // there is no tcmod
6865 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6867 t->currenttexmatrix = r_waterscrollmatrix;
6868 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6870 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6872 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6873 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6876 if (t->materialshaderpass)
6877 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6878 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6880 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6881 if (t->currentskinframe->qpixels)
6882 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6883 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6884 if (!t->basetexture)
6885 t->basetexture = r_texture_notexture;
6886 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6887 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6888 t->nmaptexture = t->currentskinframe->nmap;
6889 if (!t->nmaptexture)
6890 t->nmaptexture = r_texture_blanknormalmap;
6891 t->glosstexture = r_texture_black;
6892 t->glowtexture = t->currentskinframe->glow;
6893 t->fogtexture = t->currentskinframe->fog;
6894 t->reflectmasktexture = t->currentskinframe->reflect;
6895 if (t->backgroundshaderpass)
6897 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6898 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6899 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6900 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6901 t->backgroundglosstexture = r_texture_black;
6902 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6903 if (!t->backgroundnmaptexture)
6904 t->backgroundnmaptexture = r_texture_blanknormalmap;
6905 // make sure that if glow is going to be used, both textures are not NULL
6906 if (!t->backgroundglowtexture && t->glowtexture)
6907 t->backgroundglowtexture = r_texture_black;
6908 if (!t->glowtexture && t->backgroundglowtexture)
6909 t->glowtexture = r_texture_black;
6913 t->backgroundbasetexture = r_texture_white;
6914 t->backgroundnmaptexture = r_texture_blanknormalmap;
6915 t->backgroundglosstexture = r_texture_black;
6916 t->backgroundglowtexture = NULL;
6918 t->specularpower = r_shadow_glossexponent.value;
6919 // TODO: store reference values for these in the texture?
6920 if (r_shadow_gloss.integer > 0)
6922 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6924 if (r_shadow_glossintensity.value > 0)
6926 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6927 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6928 specularscale = r_shadow_glossintensity.value;
6931 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6933 t->glosstexture = r_texture_white;
6934 t->backgroundglosstexture = r_texture_white;
6935 specularscale = r_shadow_gloss2intensity.value;
6936 t->specularpower = r_shadow_gloss2exponent.value;
6939 specularscale *= t->specularscalemod;
6940 t->specularpower *= t->specularpowermod;
6942 // lightmaps mode looks bad with dlights using actual texturing, so turn
6943 // off the colormap and glossmap, but leave the normalmap on as it still
6944 // accurately represents the shading involved
6945 if (gl_lightmaps.integer)
6947 t->basetexture = r_texture_grey128;
6948 t->pantstexture = r_texture_black;
6949 t->shirttexture = r_texture_black;
6950 if (gl_lightmaps.integer < 2)
6951 t->nmaptexture = r_texture_blanknormalmap;
6952 t->glosstexture = r_texture_black;
6953 t->glowtexture = NULL;
6954 t->fogtexture = NULL;
6955 t->reflectmasktexture = NULL;
6956 t->backgroundbasetexture = NULL;
6957 if (gl_lightmaps.integer < 2)
6958 t->backgroundnmaptexture = r_texture_blanknormalmap;
6959 t->backgroundglosstexture = r_texture_black;
6960 t->backgroundglowtexture = NULL;
6962 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6965 if (specularscale != 1.0f)
6967 for (q = 0; q < 3; q++)
6969 t->render_modellight_specular[q] *= specularscale;
6970 t->render_lightmap_specular[q] *= specularscale;
6971 t->render_rtlight_specular[q] *= specularscale;
6975 t->currentblendfunc[0] = GL_ONE;
6976 t->currentblendfunc[1] = GL_ZERO;
6977 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6979 t->currentblendfunc[0] = GL_SRC_ALPHA;
6980 t->currentblendfunc[1] = GL_ONE;
6982 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6984 t->currentblendfunc[0] = GL_SRC_ALPHA;
6985 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6987 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6989 t->currentblendfunc[0] = t->customblendfunc[0];
6990 t->currentblendfunc[1] = t->customblendfunc[1];
6996 rsurfacestate_t rsurface;
6998 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7000 dp_model_t *model = ent->model;
7001 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7003 rsurface.entity = (entity_render_t *)ent;
7004 rsurface.skeleton = ent->skeleton;
7005 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7006 rsurface.ent_skinnum = ent->skinnum;
7007 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;
7008 rsurface.ent_flags = ent->flags;
7009 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7010 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7011 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7012 rsurface.matrix = ent->matrix;
7013 rsurface.inversematrix = ent->inversematrix;
7014 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7015 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7016 R_EntityMatrix(&rsurface.matrix);
7017 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7018 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7019 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7020 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7021 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7022 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7023 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7024 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7025 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7026 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7027 if (ent->model->brush.submodel && !prepass)
7029 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7030 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7032 // if the animcache code decided it should use the shader path, skip the deform step
7033 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7034 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7035 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7036 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7037 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7038 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7040 if (ent->animcache_vertex3f)
7042 r_refdef.stats[r_stat_batch_entitycache_count]++;
7043 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7044 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7045 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7046 rsurface.modelvertex3f = ent->animcache_vertex3f;
7047 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7048 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7049 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7050 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7051 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7052 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7053 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7054 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7055 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7056 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7057 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7059 else if (wanttangents)
7061 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7062 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7063 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7064 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7065 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7066 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7067 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7068 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7069 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7070 rsurface.modelvertex3f_vertexbuffer = NULL;
7071 rsurface.modelvertex3f_bufferoffset = 0;
7072 rsurface.modelvertex3f_vertexbuffer = 0;
7073 rsurface.modelvertex3f_bufferoffset = 0;
7074 rsurface.modelsvector3f_vertexbuffer = 0;
7075 rsurface.modelsvector3f_bufferoffset = 0;
7076 rsurface.modeltvector3f_vertexbuffer = 0;
7077 rsurface.modeltvector3f_bufferoffset = 0;
7078 rsurface.modelnormal3f_vertexbuffer = 0;
7079 rsurface.modelnormal3f_bufferoffset = 0;
7081 else if (wantnormals)
7083 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7084 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7085 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7086 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7087 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7088 rsurface.modelsvector3f = NULL;
7089 rsurface.modeltvector3f = NULL;
7090 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7091 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7092 rsurface.modelvertex3f_vertexbuffer = NULL;
7093 rsurface.modelvertex3f_bufferoffset = 0;
7094 rsurface.modelvertex3f_vertexbuffer = 0;
7095 rsurface.modelvertex3f_bufferoffset = 0;
7096 rsurface.modelsvector3f_vertexbuffer = 0;
7097 rsurface.modelsvector3f_bufferoffset = 0;
7098 rsurface.modeltvector3f_vertexbuffer = 0;
7099 rsurface.modeltvector3f_bufferoffset = 0;
7100 rsurface.modelnormal3f_vertexbuffer = 0;
7101 rsurface.modelnormal3f_bufferoffset = 0;
7105 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7106 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7107 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7108 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7109 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7110 rsurface.modelsvector3f = NULL;
7111 rsurface.modeltvector3f = NULL;
7112 rsurface.modelnormal3f = NULL;
7113 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7114 rsurface.modelvertex3f_vertexbuffer = NULL;
7115 rsurface.modelvertex3f_bufferoffset = 0;
7116 rsurface.modelvertex3f_vertexbuffer = 0;
7117 rsurface.modelvertex3f_bufferoffset = 0;
7118 rsurface.modelsvector3f_vertexbuffer = 0;
7119 rsurface.modelsvector3f_bufferoffset = 0;
7120 rsurface.modeltvector3f_vertexbuffer = 0;
7121 rsurface.modeltvector3f_bufferoffset = 0;
7122 rsurface.modelnormal3f_vertexbuffer = 0;
7123 rsurface.modelnormal3f_bufferoffset = 0;
7125 rsurface.modelgeneratedvertex = true;
7129 if (rsurface.entityskeletaltransform3x4)
7131 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7132 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7133 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7134 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7138 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7139 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7140 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7141 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7143 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7144 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7145 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7146 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7147 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7148 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7149 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7150 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7151 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7152 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7153 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7154 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7155 rsurface.modelgeneratedvertex = false;
7157 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7158 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7159 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7160 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7161 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7162 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7163 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7164 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7165 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7166 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7167 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7168 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7169 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7170 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7171 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7172 rsurface.modelelement3i = model->surfmesh.data_element3i;
7173 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7174 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7175 rsurface.modelelement3s = model->surfmesh.data_element3s;
7176 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7177 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7178 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7179 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7180 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7181 rsurface.modelsurfaces = model->data_surfaces;
7182 rsurface.batchgeneratedvertex = false;
7183 rsurface.batchfirstvertex = 0;
7184 rsurface.batchnumvertices = 0;
7185 rsurface.batchfirsttriangle = 0;
7186 rsurface.batchnumtriangles = 0;
7187 rsurface.batchvertex3f = NULL;
7188 rsurface.batchvertex3f_vertexbuffer = NULL;
7189 rsurface.batchvertex3f_bufferoffset = 0;
7190 rsurface.batchsvector3f = NULL;
7191 rsurface.batchsvector3f_vertexbuffer = NULL;
7192 rsurface.batchsvector3f_bufferoffset = 0;
7193 rsurface.batchtvector3f = NULL;
7194 rsurface.batchtvector3f_vertexbuffer = NULL;
7195 rsurface.batchtvector3f_bufferoffset = 0;
7196 rsurface.batchnormal3f = NULL;
7197 rsurface.batchnormal3f_vertexbuffer = NULL;
7198 rsurface.batchnormal3f_bufferoffset = 0;
7199 rsurface.batchlightmapcolor4f = NULL;
7200 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7201 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7202 rsurface.batchtexcoordtexture2f = NULL;
7203 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7204 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7205 rsurface.batchtexcoordlightmap2f = NULL;
7206 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7207 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7208 rsurface.batchskeletalindex4ub = NULL;
7209 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7210 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7211 rsurface.batchskeletalweight4ub = NULL;
7212 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7213 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7214 rsurface.batchelement3i = NULL;
7215 rsurface.batchelement3i_indexbuffer = NULL;
7216 rsurface.batchelement3i_bufferoffset = 0;
7217 rsurface.batchelement3s = NULL;
7218 rsurface.batchelement3s_indexbuffer = NULL;
7219 rsurface.batchelement3s_bufferoffset = 0;
7220 rsurface.forcecurrenttextureupdate = false;
7223 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
7225 rsurface.entity = r_refdef.scene.worldentity;
7226 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7227 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7228 // A better approach could be making this copy only once per frame.
7229 static entity_render_t custom_entity;
7231 custom_entity = *rsurface.entity;
7232 for (q = 0; q < 3; ++q) {
7233 float colormod = q == 0 ? r : q == 1 ? g : b;
7234 custom_entity.render_fullbright[q] *= colormod;
7235 custom_entity.render_modellight_ambient[q] *= colormod;
7236 custom_entity.render_modellight_diffuse[q] *= colormod;
7237 custom_entity.render_lightmap_ambient[q] *= colormod;
7238 custom_entity.render_lightmap_diffuse[q] *= colormod;
7239 custom_entity.render_rtlight_diffuse[q] *= colormod;
7241 custom_entity.alpha *= a;
7242 rsurface.entity = &custom_entity;
7244 rsurface.skeleton = NULL;
7245 rsurface.ent_skinnum = 0;
7246 rsurface.ent_qwskin = -1;
7247 rsurface.ent_flags = entflags;
7248 rsurface.shadertime = r_refdef.scene.time - shadertime;
7249 rsurface.modelnumvertices = numvertices;
7250 rsurface.modelnumtriangles = numtriangles;
7251 rsurface.matrix = *matrix;
7252 rsurface.inversematrix = *inversematrix;
7253 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7254 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7255 R_EntityMatrix(&rsurface.matrix);
7256 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7257 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7258 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7259 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7260 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7261 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7262 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7263 rsurface.frameblend[0].lerp = 1;
7264 rsurface.ent_alttextures = false;
7265 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7266 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7267 rsurface.entityskeletaltransform3x4 = NULL;
7268 rsurface.entityskeletaltransform3x4buffer = NULL;
7269 rsurface.entityskeletaltransform3x4offset = 0;
7270 rsurface.entityskeletaltransform3x4size = 0;
7271 rsurface.entityskeletalnumtransforms = 0;
7272 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7273 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7274 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7275 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7278 rsurface.modelvertex3f = (float *)vertex3f;
7279 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7280 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7281 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7283 else if (wantnormals)
7285 rsurface.modelvertex3f = (float *)vertex3f;
7286 rsurface.modelsvector3f = NULL;
7287 rsurface.modeltvector3f = NULL;
7288 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7292 rsurface.modelvertex3f = (float *)vertex3f;
7293 rsurface.modelsvector3f = NULL;
7294 rsurface.modeltvector3f = NULL;
7295 rsurface.modelnormal3f = NULL;
7297 rsurface.modelvertex3f_vertexbuffer = 0;
7298 rsurface.modelvertex3f_bufferoffset = 0;
7299 rsurface.modelsvector3f_vertexbuffer = 0;
7300 rsurface.modelsvector3f_bufferoffset = 0;
7301 rsurface.modeltvector3f_vertexbuffer = 0;
7302 rsurface.modeltvector3f_bufferoffset = 0;
7303 rsurface.modelnormal3f_vertexbuffer = 0;
7304 rsurface.modelnormal3f_bufferoffset = 0;
7305 rsurface.modelgeneratedvertex = true;
7306 rsurface.modellightmapcolor4f = (float *)color4f;
7307 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7308 rsurface.modellightmapcolor4f_bufferoffset = 0;
7309 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7310 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7311 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7312 rsurface.modeltexcoordlightmap2f = NULL;
7313 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7314 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7315 rsurface.modelskeletalindex4ub = NULL;
7316 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7317 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7318 rsurface.modelskeletalweight4ub = NULL;
7319 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7320 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7321 rsurface.modelelement3i = (int *)element3i;
7322 rsurface.modelelement3i_indexbuffer = NULL;
7323 rsurface.modelelement3i_bufferoffset = 0;
7324 rsurface.modelelement3s = (unsigned short *)element3s;
7325 rsurface.modelelement3s_indexbuffer = NULL;
7326 rsurface.modelelement3s_bufferoffset = 0;
7327 rsurface.modellightmapoffsets = NULL;
7328 rsurface.modelsurfaces = NULL;
7329 rsurface.batchgeneratedvertex = false;
7330 rsurface.batchfirstvertex = 0;
7331 rsurface.batchnumvertices = 0;
7332 rsurface.batchfirsttriangle = 0;
7333 rsurface.batchnumtriangles = 0;
7334 rsurface.batchvertex3f = NULL;
7335 rsurface.batchvertex3f_vertexbuffer = NULL;
7336 rsurface.batchvertex3f_bufferoffset = 0;
7337 rsurface.batchsvector3f = NULL;
7338 rsurface.batchsvector3f_vertexbuffer = NULL;
7339 rsurface.batchsvector3f_bufferoffset = 0;
7340 rsurface.batchtvector3f = NULL;
7341 rsurface.batchtvector3f_vertexbuffer = NULL;
7342 rsurface.batchtvector3f_bufferoffset = 0;
7343 rsurface.batchnormal3f = NULL;
7344 rsurface.batchnormal3f_vertexbuffer = NULL;
7345 rsurface.batchnormal3f_bufferoffset = 0;
7346 rsurface.batchlightmapcolor4f = NULL;
7347 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7348 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7349 rsurface.batchtexcoordtexture2f = NULL;
7350 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7351 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7352 rsurface.batchtexcoordlightmap2f = NULL;
7353 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7354 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7355 rsurface.batchskeletalindex4ub = NULL;
7356 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7357 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7358 rsurface.batchskeletalweight4ub = NULL;
7359 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7360 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7361 rsurface.batchelement3i = NULL;
7362 rsurface.batchelement3i_indexbuffer = NULL;
7363 rsurface.batchelement3i_bufferoffset = 0;
7364 rsurface.batchelement3s = NULL;
7365 rsurface.batchelement3s_indexbuffer = NULL;
7366 rsurface.batchelement3s_bufferoffset = 0;
7367 rsurface.forcecurrenttextureupdate = true;
7369 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7371 if ((wantnormals || wanttangents) && !normal3f)
7373 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7374 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7376 if (wanttangents && !svector3f)
7378 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7379 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7380 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7385 float RSurf_FogPoint(const float *v)
7387 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7388 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7389 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7390 float FogHeightFade = r_refdef.fogheightfade;
7392 unsigned int fogmasktableindex;
7393 if (r_refdef.fogplaneviewabove)
7394 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7396 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7397 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7398 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7401 float RSurf_FogVertex(const float *v)
7403 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7404 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7405 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7406 float FogHeightFade = rsurface.fogheightfade;
7408 unsigned int fogmasktableindex;
7409 if (r_refdef.fogplaneviewabove)
7410 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7412 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7413 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7414 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7417 void RSurf_UploadBuffersForBatch(void)
7419 // 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)
7420 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7421 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7422 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7423 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7424 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7425 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7426 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7427 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7428 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7429 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7430 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7431 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7432 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7433 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7434 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7435 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7436 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7437 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7438 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7440 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7441 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7442 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7443 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7445 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7446 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7447 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7448 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7449 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7450 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7451 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7452 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7453 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7454 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7457 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7460 for (i = 0;i < numelements;i++)
7461 outelement3i[i] = inelement3i[i] + adjust;
7464 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7465 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7473 int surfacefirsttriangle;
7474 int surfacenumtriangles;
7475 int surfacefirstvertex;
7476 int surfaceendvertex;
7477 int surfacenumvertices;
7478 int batchnumsurfaces = texturenumsurfaces;
7479 int batchnumvertices;
7480 int batchnumtriangles;
7483 qboolean dynamicvertex;
7486 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7489 q3shaderinfo_deform_t *deform;
7490 const msurface_t *surface, *firstsurface;
7491 if (!texturenumsurfaces)
7493 // find vertex range of this surface batch
7495 firstsurface = texturesurfacelist[0];
7496 firsttriangle = firstsurface->num_firsttriangle;
7497 batchnumvertices = 0;
7498 batchnumtriangles = 0;
7499 firstvertex = endvertex = firstsurface->num_firstvertex;
7500 for (i = 0;i < texturenumsurfaces;i++)
7502 surface = texturesurfacelist[i];
7503 if (surface != firstsurface + i)
7505 surfacefirstvertex = surface->num_firstvertex;
7506 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7507 surfacenumvertices = surface->num_vertices;
7508 surfacenumtriangles = surface->num_triangles;
7509 if (firstvertex > surfacefirstvertex)
7510 firstvertex = surfacefirstvertex;
7511 if (endvertex < surfaceendvertex)
7512 endvertex = surfaceendvertex;
7513 batchnumvertices += surfacenumvertices;
7514 batchnumtriangles += surfacenumtriangles;
7517 r_refdef.stats[r_stat_batch_batches]++;
7519 r_refdef.stats[r_stat_batch_withgaps]++;
7520 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7521 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7522 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7524 // we now know the vertex range used, and if there are any gaps in it
7525 rsurface.batchfirstvertex = firstvertex;
7526 rsurface.batchnumvertices = endvertex - firstvertex;
7527 rsurface.batchfirsttriangle = firsttriangle;
7528 rsurface.batchnumtriangles = batchnumtriangles;
7530 // check if any dynamic vertex processing must occur
7531 dynamicvertex = false;
7533 // we must use vertexbuffers for rendering, we can upload vertex buffers
7534 // easily enough but if the basevertex is non-zero it becomes more
7535 // difficult, so force dynamicvertex path in that case - it's suboptimal
7536 // but the most optimal case is to have the geometry sources provide their
7538 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7539 dynamicvertex = true;
7541 // a cvar to force the dynamic vertex path to be taken, for debugging
7542 if (r_batch_debugdynamicvertexpath.integer)
7546 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7547 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7548 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7549 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7551 dynamicvertex = true;
7554 // if there is a chance of animated vertex colors, it's a dynamic batch
7555 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7559 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7560 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7561 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7562 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7564 dynamicvertex = true;
7567 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7569 switch (deform->deform)
7572 case Q3DEFORM_PROJECTIONSHADOW:
7573 case Q3DEFORM_TEXT0:
7574 case Q3DEFORM_TEXT1:
7575 case Q3DEFORM_TEXT2:
7576 case Q3DEFORM_TEXT3:
7577 case Q3DEFORM_TEXT4:
7578 case Q3DEFORM_TEXT5:
7579 case Q3DEFORM_TEXT6:
7580 case Q3DEFORM_TEXT7:
7583 case Q3DEFORM_AUTOSPRITE:
7586 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7587 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7588 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7589 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7591 dynamicvertex = true;
7592 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7594 case Q3DEFORM_AUTOSPRITE2:
7597 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7598 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7599 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7600 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7602 dynamicvertex = true;
7603 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7605 case Q3DEFORM_NORMAL:
7608 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7609 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7610 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7611 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7613 dynamicvertex = true;
7614 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7617 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7618 break; // if wavefunc is a nop, ignore this transform
7621 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7622 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7623 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7624 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7626 dynamicvertex = true;
7627 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7629 case Q3DEFORM_BULGE:
7632 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7633 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7634 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7635 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7637 dynamicvertex = true;
7638 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7641 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7642 break; // if wavefunc is a nop, ignore this transform
7645 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7646 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7647 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7648 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7650 dynamicvertex = true;
7651 batchneed |= BATCHNEED_ARRAY_VERTEX;
7655 if (rsurface.texture->materialshaderpass)
7657 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7660 case Q3TCGEN_TEXTURE:
7662 case Q3TCGEN_LIGHTMAP:
7665 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7666 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7667 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7668 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7670 dynamicvertex = true;
7671 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7673 case Q3TCGEN_VECTOR:
7676 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7677 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7678 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7679 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7681 dynamicvertex = true;
7682 batchneed |= BATCHNEED_ARRAY_VERTEX;
7684 case Q3TCGEN_ENVIRONMENT:
7687 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7688 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7689 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7690 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7692 dynamicvertex = true;
7693 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7696 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7700 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7701 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7702 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7703 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7705 dynamicvertex = true;
7706 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7710 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7711 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7712 // we ensure this by treating the vertex batch as dynamic...
7713 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7717 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7718 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7719 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7720 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7722 dynamicvertex = true;
7725 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7726 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7727 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7729 rsurface.batchvertex3f = rsurface.modelvertex3f;
7730 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7731 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7732 rsurface.batchsvector3f = rsurface.modelsvector3f;
7733 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7734 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7735 rsurface.batchtvector3f = rsurface.modeltvector3f;
7736 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7737 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7738 rsurface.batchnormal3f = rsurface.modelnormal3f;
7739 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7740 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7741 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7742 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7743 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7744 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7745 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7746 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7747 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7748 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7749 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7750 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7751 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7752 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7753 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7754 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7755 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7756 rsurface.batchelement3i = rsurface.modelelement3i;
7757 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7758 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7759 rsurface.batchelement3s = rsurface.modelelement3s;
7760 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7761 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7762 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7763 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7764 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7765 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7766 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7768 // if any dynamic vertex processing has to occur in software, we copy the
7769 // entire surface list together before processing to rebase the vertices
7770 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7772 // if any gaps exist and we do not have a static vertex buffer, we have to
7773 // copy the surface list together to avoid wasting upload bandwidth on the
7774 // vertices in the gaps.
7776 // if gaps exist and we have a static vertex buffer, we can choose whether
7777 // to combine the index buffer ranges into one dynamic index buffer or
7778 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7780 // in many cases the batch is reduced to one draw call.
7782 rsurface.batchmultidraw = false;
7783 rsurface.batchmultidrawnumsurfaces = 0;
7784 rsurface.batchmultidrawsurfacelist = NULL;
7788 // static vertex data, just set pointers...
7789 rsurface.batchgeneratedvertex = false;
7790 // if there are gaps, we want to build a combined index buffer,
7791 // otherwise use the original static buffer with an appropriate offset
7794 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7795 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7796 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7797 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7798 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7800 rsurface.batchmultidraw = true;
7801 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7802 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7805 // build a new triangle elements array for this batch
7806 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7807 rsurface.batchfirsttriangle = 0;
7809 for (i = 0;i < texturenumsurfaces;i++)
7811 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7812 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7813 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7814 numtriangles += surfacenumtriangles;
7816 rsurface.batchelement3i_indexbuffer = NULL;
7817 rsurface.batchelement3i_bufferoffset = 0;
7818 rsurface.batchelement3s = NULL;
7819 rsurface.batchelement3s_indexbuffer = NULL;
7820 rsurface.batchelement3s_bufferoffset = 0;
7821 if (endvertex <= 65536)
7823 // make a 16bit (unsigned short) index array if possible
7824 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7825 for (i = 0;i < numtriangles*3;i++)
7826 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7831 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7832 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7833 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7834 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7839 // something needs software processing, do it for real...
7840 // we only directly handle separate array data in this case and then
7841 // generate interleaved data if needed...
7842 rsurface.batchgeneratedvertex = true;
7843 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7844 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7845 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7846 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7848 // now copy the vertex data into a combined array and make an index array
7849 // (this is what Quake3 does all the time)
7850 // we also apply any skeletal animation here that would have been done in
7851 // the vertex shader, because most of the dynamic vertex animation cases
7852 // need actual vertex positions and normals
7853 //if (dynamicvertex)
7855 rsurface.batchvertex3f = NULL;
7856 rsurface.batchvertex3f_vertexbuffer = NULL;
7857 rsurface.batchvertex3f_bufferoffset = 0;
7858 rsurface.batchsvector3f = NULL;
7859 rsurface.batchsvector3f_vertexbuffer = NULL;
7860 rsurface.batchsvector3f_bufferoffset = 0;
7861 rsurface.batchtvector3f = NULL;
7862 rsurface.batchtvector3f_vertexbuffer = NULL;
7863 rsurface.batchtvector3f_bufferoffset = 0;
7864 rsurface.batchnormal3f = NULL;
7865 rsurface.batchnormal3f_vertexbuffer = NULL;
7866 rsurface.batchnormal3f_bufferoffset = 0;
7867 rsurface.batchlightmapcolor4f = NULL;
7868 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7869 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7870 rsurface.batchtexcoordtexture2f = NULL;
7871 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7872 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7873 rsurface.batchtexcoordlightmap2f = NULL;
7874 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7875 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7876 rsurface.batchskeletalindex4ub = NULL;
7877 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7878 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7879 rsurface.batchskeletalweight4ub = NULL;
7880 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7881 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7882 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7883 rsurface.batchelement3i_indexbuffer = NULL;
7884 rsurface.batchelement3i_bufferoffset = 0;
7885 rsurface.batchelement3s = NULL;
7886 rsurface.batchelement3s_indexbuffer = NULL;
7887 rsurface.batchelement3s_bufferoffset = 0;
7888 rsurface.batchskeletaltransform3x4buffer = NULL;
7889 rsurface.batchskeletaltransform3x4offset = 0;
7890 rsurface.batchskeletaltransform3x4size = 0;
7891 // we'll only be setting up certain arrays as needed
7892 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7893 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7894 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7895 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7896 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7898 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7899 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7901 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7902 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7903 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7904 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7905 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7906 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7907 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7909 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7910 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7914 for (i = 0;i < texturenumsurfaces;i++)
7916 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7917 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7918 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7919 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7920 // copy only the data requested
7921 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7923 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7925 if (rsurface.batchvertex3f)
7926 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7928 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7930 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7932 if (rsurface.modelnormal3f)
7933 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7935 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7937 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7939 if (rsurface.modelsvector3f)
7941 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7942 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7946 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7947 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7950 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7952 if (rsurface.modellightmapcolor4f)
7953 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7955 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7957 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7959 if (rsurface.modeltexcoordtexture2f)
7960 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7962 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7964 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7966 if (rsurface.modeltexcoordlightmap2f)
7967 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7969 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7971 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7973 if (rsurface.modelskeletalindex4ub)
7975 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7976 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7980 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7981 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7982 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7983 for (j = 0;j < surfacenumvertices;j++)
7988 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7989 numvertices += surfacenumvertices;
7990 numtriangles += surfacenumtriangles;
7993 // generate a 16bit index array as well if possible
7994 // (in general, dynamic batches fit)
7995 if (numvertices <= 65536)
7997 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7998 for (i = 0;i < numtriangles*3;i++)
7999 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8002 // since we've copied everything, the batch now starts at 0
8003 rsurface.batchfirstvertex = 0;
8004 rsurface.batchnumvertices = batchnumvertices;
8005 rsurface.batchfirsttriangle = 0;
8006 rsurface.batchnumtriangles = batchnumtriangles;
8009 // apply skeletal animation that would have been done in the vertex shader
8010 if (rsurface.batchskeletaltransform3x4)
8012 const unsigned char *si;
8013 const unsigned char *sw;
8015 const float *b = rsurface.batchskeletaltransform3x4;
8016 float *vp, *vs, *vt, *vn;
8018 float m[3][4], n[3][4];
8019 float tp[3], ts[3], tt[3], tn[3];
8020 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8021 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8022 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8023 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8024 si = rsurface.batchskeletalindex4ub;
8025 sw = rsurface.batchskeletalweight4ub;
8026 vp = rsurface.batchvertex3f;
8027 vs = rsurface.batchsvector3f;
8028 vt = rsurface.batchtvector3f;
8029 vn = rsurface.batchnormal3f;
8030 memset(m[0], 0, sizeof(m));
8031 memset(n[0], 0, sizeof(n));
8032 for (i = 0;i < batchnumvertices;i++)
8034 t[0] = b + si[0]*12;
8037 // common case - only one matrix
8051 else if (sw[2] + sw[3])
8054 t[1] = b + si[1]*12;
8055 t[2] = b + si[2]*12;
8056 t[3] = b + si[3]*12;
8057 w[0] = sw[0] * (1.0f / 255.0f);
8058 w[1] = sw[1] * (1.0f / 255.0f);
8059 w[2] = sw[2] * (1.0f / 255.0f);
8060 w[3] = sw[3] * (1.0f / 255.0f);
8061 // blend the matrices
8062 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8063 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8064 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8065 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8066 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8067 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8068 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8069 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8070 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8071 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8072 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8073 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8078 t[1] = b + si[1]*12;
8079 w[0] = sw[0] * (1.0f / 255.0f);
8080 w[1] = sw[1] * (1.0f / 255.0f);
8081 // blend the matrices
8082 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8083 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8084 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8085 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8086 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8087 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8088 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8089 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8090 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8091 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8092 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8093 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8097 // modify the vertex
8099 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8100 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8101 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8105 // the normal transformation matrix is a set of cross products...
8106 CrossProduct(m[1], m[2], n[0]);
8107 CrossProduct(m[2], m[0], n[1]);
8108 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8110 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8111 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8112 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8113 VectorNormalize(vn);
8118 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8119 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8120 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8121 VectorNormalize(vs);
8124 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8125 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8126 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8127 VectorNormalize(vt);
8132 rsurface.batchskeletaltransform3x4 = NULL;
8133 rsurface.batchskeletalnumtransforms = 0;
8136 // q1bsp surfaces rendered in vertex color mode have to have colors
8137 // calculated based on lightstyles
8138 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8140 // generate color arrays for the surfaces in this list
8145 const unsigned char *lm;
8146 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8147 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8148 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8150 for (i = 0;i < texturenumsurfaces;i++)
8152 surface = texturesurfacelist[i];
8153 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8154 surfacenumvertices = surface->num_vertices;
8155 if (surface->lightmapinfo->samples)
8157 for (j = 0;j < surfacenumvertices;j++)
8159 lm = surface->lightmapinfo->samples + offsets[j];
8160 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8161 VectorScale(lm, scale, c);
8162 if (surface->lightmapinfo->styles[1] != 255)
8164 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8166 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8167 VectorMA(c, scale, lm, c);
8168 if (surface->lightmapinfo->styles[2] != 255)
8171 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8172 VectorMA(c, scale, lm, c);
8173 if (surface->lightmapinfo->styles[3] != 255)
8176 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8177 VectorMA(c, scale, lm, c);
8184 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);
8190 for (j = 0;j < surfacenumvertices;j++)
8192 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8199 // if vertices are deformed (sprite flares and things in maps, possibly
8200 // water waves, bulges and other deformations), modify the copied vertices
8202 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8205 switch (deform->deform)
8208 case Q3DEFORM_PROJECTIONSHADOW:
8209 case Q3DEFORM_TEXT0:
8210 case Q3DEFORM_TEXT1:
8211 case Q3DEFORM_TEXT2:
8212 case Q3DEFORM_TEXT3:
8213 case Q3DEFORM_TEXT4:
8214 case Q3DEFORM_TEXT5:
8215 case Q3DEFORM_TEXT6:
8216 case Q3DEFORM_TEXT7:
8219 case Q3DEFORM_AUTOSPRITE:
8220 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8221 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8222 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8223 VectorNormalize(newforward);
8224 VectorNormalize(newright);
8225 VectorNormalize(newup);
8226 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8227 // rsurface.batchvertex3f_vertexbuffer = NULL;
8228 // rsurface.batchvertex3f_bufferoffset = 0;
8229 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8230 // rsurface.batchsvector3f_vertexbuffer = NULL;
8231 // rsurface.batchsvector3f_bufferoffset = 0;
8232 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8233 // rsurface.batchtvector3f_vertexbuffer = NULL;
8234 // rsurface.batchtvector3f_bufferoffset = 0;
8235 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8236 // rsurface.batchnormal3f_vertexbuffer = NULL;
8237 // rsurface.batchnormal3f_bufferoffset = 0;
8238 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8239 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8240 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8241 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8242 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);
8243 // a single autosprite surface can contain multiple sprites...
8244 for (j = 0;j < batchnumvertices - 3;j += 4)
8246 VectorClear(center);
8247 for (i = 0;i < 4;i++)
8248 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8249 VectorScale(center, 0.25f, center);
8250 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8251 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8252 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8253 for (i = 0;i < 4;i++)
8255 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8256 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8259 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8260 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8261 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);
8263 case Q3DEFORM_AUTOSPRITE2:
8264 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8265 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8266 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8267 VectorNormalize(newforward);
8268 VectorNormalize(newright);
8269 VectorNormalize(newup);
8270 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8271 // rsurface.batchvertex3f_vertexbuffer = NULL;
8272 // rsurface.batchvertex3f_bufferoffset = 0;
8274 const float *v1, *v2;
8284 memset(shortest, 0, sizeof(shortest));
8285 // a single autosprite surface can contain multiple sprites...
8286 for (j = 0;j < batchnumvertices - 3;j += 4)
8288 VectorClear(center);
8289 for (i = 0;i < 4;i++)
8290 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8291 VectorScale(center, 0.25f, center);
8292 // find the two shortest edges, then use them to define the
8293 // axis vectors for rotating around the central axis
8294 for (i = 0;i < 6;i++)
8296 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8297 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8298 l = VectorDistance2(v1, v2);
8299 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8301 l += (1.0f / 1024.0f);
8302 if (shortest[0].length2 > l || i == 0)
8304 shortest[1] = shortest[0];
8305 shortest[0].length2 = l;
8306 shortest[0].v1 = v1;
8307 shortest[0].v2 = v2;
8309 else if (shortest[1].length2 > l || i == 1)
8311 shortest[1].length2 = l;
8312 shortest[1].v1 = v1;
8313 shortest[1].v2 = v2;
8316 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8317 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8318 // this calculates the right vector from the shortest edge
8319 // and the up vector from the edge midpoints
8320 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8321 VectorNormalize(right);
8322 VectorSubtract(end, start, up);
8323 VectorNormalize(up);
8324 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8325 VectorSubtract(rsurface.localvieworigin, center, forward);
8326 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8327 VectorNegate(forward, forward);
8328 VectorReflect(forward, 0, up, forward);
8329 VectorNormalize(forward);
8330 CrossProduct(up, forward, newright);
8331 VectorNormalize(newright);
8332 // rotate the quad around the up axis vector, this is made
8333 // especially easy by the fact we know the quad is flat,
8334 // so we only have to subtract the center position and
8335 // measure distance along the right vector, and then
8336 // multiply that by the newright vector and add back the
8338 // we also need to subtract the old position to undo the
8339 // displacement from the center, which we do with a
8340 // DotProduct, the subtraction/addition of center is also
8341 // optimized into DotProducts here
8342 l = DotProduct(right, center);
8343 for (i = 0;i < 4;i++)
8345 v1 = rsurface.batchvertex3f + 3*(j+i);
8346 f = DotProduct(right, v1) - l;
8347 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8351 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8353 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8354 // rsurface.batchnormal3f_vertexbuffer = NULL;
8355 // rsurface.batchnormal3f_bufferoffset = 0;
8356 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8358 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8360 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8361 // rsurface.batchsvector3f_vertexbuffer = NULL;
8362 // rsurface.batchsvector3f_bufferoffset = 0;
8363 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8364 // rsurface.batchtvector3f_vertexbuffer = NULL;
8365 // rsurface.batchtvector3f_bufferoffset = 0;
8366 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);
8369 case Q3DEFORM_NORMAL:
8370 // deform the normals to make reflections wavey
8371 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8372 rsurface.batchnormal3f_vertexbuffer = NULL;
8373 rsurface.batchnormal3f_bufferoffset = 0;
8374 for (j = 0;j < batchnumvertices;j++)
8377 float *normal = rsurface.batchnormal3f + 3*j;
8378 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8379 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8380 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8381 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8382 VectorNormalize(normal);
8384 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8386 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8387 // rsurface.batchsvector3f_vertexbuffer = NULL;
8388 // rsurface.batchsvector3f_bufferoffset = 0;
8389 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8390 // rsurface.batchtvector3f_vertexbuffer = NULL;
8391 // rsurface.batchtvector3f_bufferoffset = 0;
8392 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);
8396 // deform vertex array to make wavey water and flags and such
8397 waveparms[0] = deform->waveparms[0];
8398 waveparms[1] = deform->waveparms[1];
8399 waveparms[2] = deform->waveparms[2];
8400 waveparms[3] = deform->waveparms[3];
8401 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8402 break; // if wavefunc is a nop, don't make a dynamic vertex array
8403 // this is how a divisor of vertex influence on deformation
8404 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8405 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8406 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8407 // rsurface.batchvertex3f_vertexbuffer = NULL;
8408 // rsurface.batchvertex3f_bufferoffset = 0;
8409 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8410 // rsurface.batchnormal3f_vertexbuffer = NULL;
8411 // rsurface.batchnormal3f_bufferoffset = 0;
8412 for (j = 0;j < batchnumvertices;j++)
8414 // if the wavefunc depends on time, evaluate it per-vertex
8417 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8418 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8420 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8422 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8423 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8424 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8426 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8427 // rsurface.batchsvector3f_vertexbuffer = NULL;
8428 // rsurface.batchsvector3f_bufferoffset = 0;
8429 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8430 // rsurface.batchtvector3f_vertexbuffer = NULL;
8431 // rsurface.batchtvector3f_bufferoffset = 0;
8432 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);
8435 case Q3DEFORM_BULGE:
8436 // deform vertex array to make the surface have moving bulges
8437 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8438 // rsurface.batchvertex3f_vertexbuffer = NULL;
8439 // rsurface.batchvertex3f_bufferoffset = 0;
8440 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8441 // rsurface.batchnormal3f_vertexbuffer = NULL;
8442 // rsurface.batchnormal3f_bufferoffset = 0;
8443 for (j = 0;j < batchnumvertices;j++)
8445 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8446 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8448 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8449 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8450 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8452 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8453 // rsurface.batchsvector3f_vertexbuffer = NULL;
8454 // rsurface.batchsvector3f_bufferoffset = 0;
8455 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8456 // rsurface.batchtvector3f_vertexbuffer = NULL;
8457 // rsurface.batchtvector3f_bufferoffset = 0;
8458 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);
8462 // deform vertex array
8463 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8464 break; // if wavefunc is a nop, don't make a dynamic vertex array
8465 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8466 VectorScale(deform->parms, scale, waveparms);
8467 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8468 // rsurface.batchvertex3f_vertexbuffer = NULL;
8469 // rsurface.batchvertex3f_bufferoffset = 0;
8470 for (j = 0;j < batchnumvertices;j++)
8471 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8476 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8478 // generate texcoords based on the chosen texcoord source
8479 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8482 case Q3TCGEN_TEXTURE:
8484 case Q3TCGEN_LIGHTMAP:
8485 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8486 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8487 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8488 if (rsurface.batchtexcoordlightmap2f)
8489 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8491 case Q3TCGEN_VECTOR:
8492 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8493 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8494 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8495 for (j = 0;j < batchnumvertices;j++)
8497 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8498 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8501 case Q3TCGEN_ENVIRONMENT:
8502 // make environment reflections using a spheremap
8503 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8504 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8505 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8506 for (j = 0;j < batchnumvertices;j++)
8508 // identical to Q3A's method, but executed in worldspace so
8509 // carried models can be shiny too
8511 float viewer[3], d, reflected[3], worldreflected[3];
8513 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8514 // VectorNormalize(viewer);
8516 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8518 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8519 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8520 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8521 // note: this is proportinal to viewer, so we can normalize later
8523 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8524 VectorNormalize(worldreflected);
8526 // note: this sphere map only uses world x and z!
8527 // so positive and negative y will LOOK THE SAME.
8528 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8529 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8533 // the only tcmod that needs software vertex processing is turbulent, so
8534 // check for it here and apply the changes if needed
8535 // and we only support that as the first one
8536 // (handling a mixture of turbulent and other tcmods would be problematic
8537 // without punting it entirely to a software path)
8538 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8540 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8541 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8542 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8543 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8544 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8545 for (j = 0;j < batchnumvertices;j++)
8547 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);
8548 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8554 void RSurf_DrawBatch(void)
8556 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8557 // through the pipeline, killing it earlier in the pipeline would have
8558 // per-surface overhead rather than per-batch overhead, so it's best to
8559 // reject it here, before it hits glDraw.
8560 if (rsurface.batchnumtriangles == 0)
8563 // batch debugging code
8564 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8570 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8571 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8574 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8576 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8578 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8579 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);
8586 if (rsurface.batchmultidraw)
8588 // issue multiple draws rather than copying index data
8589 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8590 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8591 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8592 for (i = 0;i < numsurfaces;)
8594 // combine consecutive surfaces as one draw
8595 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8596 if (surfacelist[j] != surfacelist[k] + 1)
8598 firstvertex = surfacelist[i]->num_firstvertex;
8599 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8600 firsttriangle = surfacelist[i]->num_firsttriangle;
8601 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8602 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);
8608 // there is only one consecutive run of index data (may have been combined)
8609 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);
8613 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8615 // pick the closest matching water plane
8616 int planeindex, vertexindex, bestplaneindex = -1;
8620 r_waterstate_waterplane_t *p;
8621 qboolean prepared = false;
8623 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8625 if(p->camera_entity != rsurface.texture->camera_entity)
8630 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8632 if(rsurface.batchnumvertices == 0)
8635 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8637 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8638 d += fabs(PlaneDiff(vert, &p->plane));
8640 if (bestd > d || bestplaneindex < 0)
8643 bestplaneindex = planeindex;
8646 return bestplaneindex;
8647 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8648 // this situation though, as it might be better to render single larger
8649 // batches with useless stuff (backface culled for example) than to
8650 // render multiple smaller batches
8653 void RSurf_SetupDepthAndCulling(void)
8655 // submodels are biased to avoid z-fighting with world surfaces that they
8656 // may be exactly overlapping (avoids z-fighting artifacts on certain
8657 // doors and things in Quake maps)
8658 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8659 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8660 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8661 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8664 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8668 float p[3], mins[3], maxs[3];
8670 // transparent sky would be ridiculous
8671 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8673 R_SetupShader_Generic_NoTexture(false, false);
8674 skyrenderlater = true;
8675 RSurf_SetupDepthAndCulling();
8678 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8679 if (r_sky_scissor.integer)
8681 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8682 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8684 Matrix4x4_Transform(&rsurface.matrix, v, p);
8687 if (mins[0] > p[0]) mins[0] = p[0];
8688 if (mins[1] > p[1]) mins[1] = p[1];
8689 if (mins[2] > p[2]) mins[2] = p[2];
8690 if (maxs[0] < p[0]) maxs[0] = p[0];
8691 if (maxs[1] < p[1]) maxs[1] = p[1];
8692 if (maxs[2] < p[2]) maxs[2] = p[2];
8696 VectorCopy(p, mins);
8697 VectorCopy(p, maxs);
8700 if (!R_ScissorForBBox(mins, maxs, scissor))
8704 if (skyscissor[0] > scissor[0])
8706 skyscissor[2] += skyscissor[0] - scissor[0];
8707 skyscissor[0] = scissor[0];
8709 if (skyscissor[1] > scissor[1])
8711 skyscissor[3] += skyscissor[1] - scissor[1];
8712 skyscissor[1] = scissor[1];
8714 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8715 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8716 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8717 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8720 Vector4Copy(scissor, skyscissor);
8724 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8725 // skymasking on them, and Quake3 never did sky masking (unlike
8726 // software Quake and software Quake2), so disable the sky masking
8727 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8728 // and skymasking also looks very bad when noclipping outside the
8729 // level, so don't use it then either.
8730 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)
8732 R_Mesh_ResetTextureState();
8733 if (skyrendermasked)
8735 R_SetupShader_DepthOrShadow(false, false, false);
8736 // depth-only (masking)
8737 GL_ColorMask(0, 0, 0, 0);
8738 // just to make sure that braindead drivers don't draw
8739 // anything despite that colormask...
8740 GL_BlendFunc(GL_ZERO, GL_ONE);
8741 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8742 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8746 R_SetupShader_Generic_NoTexture(false, false);
8748 GL_BlendFunc(GL_ONE, GL_ZERO);
8749 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8750 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8751 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8754 if (skyrendermasked)
8755 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8757 R_Mesh_ResetTextureState();
8758 GL_Color(1, 1, 1, 1);
8761 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8762 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8763 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8765 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8769 // render screenspace normalmap to texture
8771 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8776 // bind lightmap texture
8778 // water/refraction/reflection/camera surfaces have to be handled specially
8779 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8781 int start, end, startplaneindex;
8782 for (start = 0;start < texturenumsurfaces;start = end)
8784 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8785 if(startplaneindex < 0)
8787 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8788 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8792 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8794 // now that we have a batch using the same planeindex, render it
8795 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8797 // render water or distortion background
8799 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8801 // blend surface on top
8802 GL_DepthMask(false);
8803 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8806 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8808 // render surface with reflection texture as input
8809 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8810 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8817 // render surface batch normally
8818 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8819 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8823 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8827 int texturesurfaceindex;
8829 const msurface_t *surface;
8830 float surfacecolor4f[4];
8832 // R_Mesh_ResetTextureState();
8833 R_SetupShader_Generic_NoTexture(false, false);
8835 GL_BlendFunc(GL_ONE, GL_ZERO);
8836 GL_DepthMask(writedepth);
8838 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8840 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8842 surface = texturesurfacelist[texturesurfaceindex];
8843 k = (int)(((size_t)surface) / sizeof(msurface_t));
8844 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8845 for (j = 0;j < surface->num_vertices;j++)
8847 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8851 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8855 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8858 RSurf_SetupDepthAndCulling();
8859 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8861 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8864 switch (vid.renderpath)
8866 case RENDERPATH_GL32:
8867 case RENDERPATH_GLES2:
8868 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8874 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8877 int texturenumsurfaces, endsurface;
8879 const msurface_t *surface;
8880 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8882 RSurf_ActiveModelEntity(ent, true, true, false);
8884 if (r_transparentdepthmasking.integer)
8886 qboolean setup = false;
8887 for (i = 0;i < numsurfaces;i = j)
8890 surface = rsurface.modelsurfaces + surfacelist[i];
8891 texture = surface->texture;
8892 rsurface.texture = R_GetCurrentTexture(texture);
8893 rsurface.lightmaptexture = NULL;
8894 rsurface.deluxemaptexture = NULL;
8895 rsurface.uselightmaptexture = false;
8896 // scan ahead until we find a different texture
8897 endsurface = min(i + 1024, numsurfaces);
8898 texturenumsurfaces = 0;
8899 texturesurfacelist[texturenumsurfaces++] = surface;
8900 for (;j < endsurface;j++)
8902 surface = rsurface.modelsurfaces + surfacelist[j];
8903 if (texture != surface->texture)
8905 texturesurfacelist[texturenumsurfaces++] = surface;
8907 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8909 // render the range of surfaces as depth
8913 GL_ColorMask(0,0,0,0);
8916 GL_BlendFunc(GL_ONE, GL_ZERO);
8918 // R_Mesh_ResetTextureState();
8920 RSurf_SetupDepthAndCulling();
8921 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8922 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8923 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8927 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8930 for (i = 0;i < numsurfaces;i = j)
8933 surface = rsurface.modelsurfaces + surfacelist[i];
8934 texture = surface->texture;
8935 rsurface.texture = R_GetCurrentTexture(texture);
8936 // scan ahead until we find a different texture
8937 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8938 texturenumsurfaces = 0;
8939 texturesurfacelist[texturenumsurfaces++] = surface;
8940 rsurface.lightmaptexture = surface->lightmaptexture;
8941 rsurface.deluxemaptexture = surface->deluxemaptexture;
8942 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8943 for (;j < endsurface;j++)
8945 surface = rsurface.modelsurfaces + surfacelist[j];
8946 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8948 texturesurfacelist[texturenumsurfaces++] = surface;
8950 // render the range of surfaces
8951 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8953 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8956 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8958 // transparent surfaces get pushed off into the transparent queue
8959 int surfacelistindex;
8960 const msurface_t *surface;
8961 vec3_t tempcenter, center;
8962 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8964 surface = texturesurfacelist[surfacelistindex];
8965 if (r_transparent_sortsurfacesbynearest.integer)
8967 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8968 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8969 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8973 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8974 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8975 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8977 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8978 if (rsurface.entity->transparent_offset) // transparent offset
8980 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8981 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8982 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8984 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);
8988 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8990 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8992 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8994 RSurf_SetupDepthAndCulling();
8995 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8996 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8997 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9001 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9005 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9007 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9010 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9012 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9013 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9015 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9017 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9018 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9019 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9021 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9023 // in the deferred case, transparent surfaces were queued during prepass
9024 if (!r_shadow_usingdeferredprepass)
9025 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9029 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9030 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9035 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9039 R_FrameData_SetMark();
9040 // break the surface list down into batches by texture and use of lightmapping
9041 for (i = 0;i < numsurfaces;i = j)
9044 // texture is the base texture pointer, rsurface.texture is the
9045 // current frame/skin the texture is directing us to use (for example
9046 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9047 // use skin 1 instead)
9048 texture = surfacelist[i]->texture;
9049 rsurface.texture = R_GetCurrentTexture(texture);
9050 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9052 // if this texture is not the kind we want, skip ahead to the next one
9053 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9057 if(depthonly || prepass)
9059 rsurface.lightmaptexture = NULL;
9060 rsurface.deluxemaptexture = NULL;
9061 rsurface.uselightmaptexture = false;
9062 // simply scan ahead until we find a different texture or lightmap state
9063 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9068 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9069 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9070 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9071 // simply scan ahead until we find a different texture or lightmap state
9072 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9075 // render the range of surfaces
9076 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9078 R_FrameData_ReturnToMark();
9081 float locboxvertex3f[6*4*3] =
9083 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9084 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9085 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9086 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9087 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9088 1,0,0, 0,0,0, 0,1,0, 1,1,0
9091 unsigned short locboxelements[6*2*3] =
9101 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9104 cl_locnode_t *loc = (cl_locnode_t *)ent;
9106 float vertex3f[6*4*3];
9108 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9109 GL_DepthMask(false);
9110 GL_DepthRange(0, 1);
9111 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9113 GL_CullFace(GL_NONE);
9114 R_EntityMatrix(&identitymatrix);
9116 // R_Mesh_ResetTextureState();
9119 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9120 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9121 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9122 surfacelist[0] < 0 ? 0.5f : 0.125f);
9124 if (VectorCompare(loc->mins, loc->maxs))
9126 VectorSet(size, 2, 2, 2);
9127 VectorMA(loc->mins, -0.5f, size, mins);
9131 VectorCopy(loc->mins, mins);
9132 VectorSubtract(loc->maxs, loc->mins, size);
9135 for (i = 0;i < 6*4*3;)
9136 for (j = 0;j < 3;j++, i++)
9137 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9139 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9140 R_SetupShader_Generic_NoTexture(false, false);
9141 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9144 void R_DrawLocs(void)
9147 cl_locnode_t *loc, *nearestloc;
9149 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9150 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9152 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9153 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9157 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9159 if (decalsystem->decals)
9160 Mem_Free(decalsystem->decals);
9161 memset(decalsystem, 0, sizeof(*decalsystem));
9164 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)
9170 // expand or initialize the system
9171 if (decalsystem->maxdecals <= decalsystem->numdecals)
9173 decalsystem_t old = *decalsystem;
9174 qboolean useshortelements;
9175 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9176 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9177 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)));
9178 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9179 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9180 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9181 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9182 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9183 if (decalsystem->numdecals)
9184 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9186 Mem_Free(old.decals);
9187 for (i = 0;i < decalsystem->maxdecals*3;i++)
9188 decalsystem->element3i[i] = i;
9189 if (useshortelements)
9190 for (i = 0;i < decalsystem->maxdecals*3;i++)
9191 decalsystem->element3s[i] = i;
9194 // grab a decal and search for another free slot for the next one
9195 decals = decalsystem->decals;
9196 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9197 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9199 decalsystem->freedecal = i;
9200 if (decalsystem->numdecals <= i)
9201 decalsystem->numdecals = i + 1;
9203 // initialize the decal
9205 decal->triangleindex = triangleindex;
9206 decal->surfaceindex = surfaceindex;
9207 decal->decalsequence = decalsequence;
9208 decal->color4f[0][0] = c0[0];
9209 decal->color4f[0][1] = c0[1];
9210 decal->color4f[0][2] = c0[2];
9211 decal->color4f[0][3] = 1;
9212 decal->color4f[1][0] = c1[0];
9213 decal->color4f[1][1] = c1[1];
9214 decal->color4f[1][2] = c1[2];
9215 decal->color4f[1][3] = 1;
9216 decal->color4f[2][0] = c2[0];
9217 decal->color4f[2][1] = c2[1];
9218 decal->color4f[2][2] = c2[2];
9219 decal->color4f[2][3] = 1;
9220 decal->vertex3f[0][0] = v0[0];
9221 decal->vertex3f[0][1] = v0[1];
9222 decal->vertex3f[0][2] = v0[2];
9223 decal->vertex3f[1][0] = v1[0];
9224 decal->vertex3f[1][1] = v1[1];
9225 decal->vertex3f[1][2] = v1[2];
9226 decal->vertex3f[2][0] = v2[0];
9227 decal->vertex3f[2][1] = v2[1];
9228 decal->vertex3f[2][2] = v2[2];
9229 decal->texcoord2f[0][0] = t0[0];
9230 decal->texcoord2f[0][1] = t0[1];
9231 decal->texcoord2f[1][0] = t1[0];
9232 decal->texcoord2f[1][1] = t1[1];
9233 decal->texcoord2f[2][0] = t2[0];
9234 decal->texcoord2f[2][1] = t2[1];
9235 TriangleNormal(v0, v1, v2, decal->plane);
9236 VectorNormalize(decal->plane);
9237 decal->plane[3] = DotProduct(v0, decal->plane);
9240 extern cvar_t cl_decals_bias;
9241 extern cvar_t cl_decals_models;
9242 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9243 // baseparms, parms, temps
9244 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9249 const float *vertex3f;
9250 const float *normal3f;
9252 float points[2][9][3];
9259 e = rsurface.modelelement3i + 3*triangleindex;
9261 vertex3f = rsurface.modelvertex3f;
9262 normal3f = rsurface.modelnormal3f;
9266 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9268 index = 3*e[cornerindex];
9269 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9274 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9276 index = 3*e[cornerindex];
9277 VectorCopy(vertex3f + index, v[cornerindex]);
9282 //TriangleNormal(v[0], v[1], v[2], normal);
9283 //if (DotProduct(normal, localnormal) < 0.0f)
9285 // clip by each of the box planes formed from the projection matrix
9286 // if anything survives, we emit the decal
9287 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]);
9290 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]);
9293 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]);
9296 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]);
9299 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]);
9302 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]);
9305 // some part of the triangle survived, so we have to accept it...
9308 // dynamic always uses the original triangle
9310 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9312 index = 3*e[cornerindex];
9313 VectorCopy(vertex3f + index, v[cornerindex]);
9316 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9318 // convert vertex positions to texcoords
9319 Matrix4x4_Transform(projection, v[cornerindex], temp);
9320 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9321 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9322 // calculate distance fade from the projection origin
9323 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9324 f = bound(0.0f, f, 1.0f);
9325 c[cornerindex][0] = r * f;
9326 c[cornerindex][1] = g * f;
9327 c[cornerindex][2] = b * f;
9328 c[cornerindex][3] = 1.0f;
9329 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9332 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);
9334 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9335 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);
9337 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)
9339 matrix4x4_t projection;
9340 decalsystem_t *decalsystem;
9343 const msurface_t *surface;
9344 const msurface_t *surfaces;
9345 const int *surfacelist;
9346 const texture_t *texture;
9349 int surfacelistindex;
9352 float localorigin[3];
9353 float localnormal[3];
9361 int bih_triangles_count;
9362 int bih_triangles[256];
9363 int bih_surfaces[256];
9365 decalsystem = &ent->decalsystem;
9367 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9369 R_DecalSystem_Reset(&ent->decalsystem);
9373 if (!model->brush.data_leafs && !cl_decals_models.integer)
9375 if (decalsystem->model)
9376 R_DecalSystem_Reset(decalsystem);
9380 if (decalsystem->model != model)
9381 R_DecalSystem_Reset(decalsystem);
9382 decalsystem->model = model;
9384 RSurf_ActiveModelEntity(ent, true, false, false);
9386 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9387 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9388 VectorNormalize(localnormal);
9389 localsize = worldsize*rsurface.inversematrixscale;
9390 localmins[0] = localorigin[0] - localsize;
9391 localmins[1] = localorigin[1] - localsize;
9392 localmins[2] = localorigin[2] - localsize;
9393 localmaxs[0] = localorigin[0] + localsize;
9394 localmaxs[1] = localorigin[1] + localsize;
9395 localmaxs[2] = localorigin[2] + localsize;
9397 //VectorCopy(localnormal, planes[4]);
9398 //VectorVectors(planes[4], planes[2], planes[0]);
9399 AnglesFromVectors(angles, localnormal, NULL, false);
9400 AngleVectors(angles, planes[0], planes[2], planes[4]);
9401 VectorNegate(planes[0], planes[1]);
9402 VectorNegate(planes[2], planes[3]);
9403 VectorNegate(planes[4], planes[5]);
9404 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9405 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9406 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9407 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9408 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9409 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9414 matrix4x4_t forwardprojection;
9415 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9416 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9421 float projectionvector[4][3];
9422 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9423 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9424 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9425 projectionvector[0][0] = planes[0][0] * ilocalsize;
9426 projectionvector[0][1] = planes[1][0] * ilocalsize;
9427 projectionvector[0][2] = planes[2][0] * ilocalsize;
9428 projectionvector[1][0] = planes[0][1] * ilocalsize;
9429 projectionvector[1][1] = planes[1][1] * ilocalsize;
9430 projectionvector[1][2] = planes[2][1] * ilocalsize;
9431 projectionvector[2][0] = planes[0][2] * ilocalsize;
9432 projectionvector[2][1] = planes[1][2] * ilocalsize;
9433 projectionvector[2][2] = planes[2][2] * ilocalsize;
9434 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9435 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9436 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9437 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9441 dynamic = model->surfmesh.isanimated;
9442 numsurfacelist = model->nummodelsurfaces;
9443 surfacelist = model->sortedmodelsurfaces;
9444 surfaces = model->data_surfaces;
9447 bih_triangles_count = -1;
9450 if(model->render_bih.numleafs)
9451 bih = &model->render_bih;
9452 else if(model->collision_bih.numleafs)
9453 bih = &model->collision_bih;
9456 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9457 if(bih_triangles_count == 0)
9459 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9461 if(bih_triangles_count > 0)
9463 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9465 surfaceindex = bih_surfaces[triangleindex];
9466 surface = surfaces + surfaceindex;
9467 texture = surface->texture;
9468 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9470 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9472 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9477 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9479 surfaceindex = surfacelist[surfacelistindex];
9480 surface = surfaces + surfaceindex;
9481 // check cull box first because it rejects more than any other check
9482 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9484 // skip transparent surfaces
9485 texture = surface->texture;
9486 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9488 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9490 numtriangles = surface->num_triangles;
9491 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9492 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9497 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9498 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)
9500 int renderentityindex;
9503 entity_render_t *ent;
9505 worldmins[0] = worldorigin[0] - worldsize;
9506 worldmins[1] = worldorigin[1] - worldsize;
9507 worldmins[2] = worldorigin[2] - worldsize;
9508 worldmaxs[0] = worldorigin[0] + worldsize;
9509 worldmaxs[1] = worldorigin[1] + worldsize;
9510 worldmaxs[2] = worldorigin[2] + worldsize;
9512 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9514 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9516 ent = r_refdef.scene.entities[renderentityindex];
9517 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9520 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9524 typedef struct r_decalsystem_splatqueue_s
9531 unsigned int decalsequence;
9533 r_decalsystem_splatqueue_t;
9535 int r_decalsystem_numqueued = 0;
9536 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9538 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)
9540 r_decalsystem_splatqueue_t *queue;
9542 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9545 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9546 VectorCopy(worldorigin, queue->worldorigin);
9547 VectorCopy(worldnormal, queue->worldnormal);
9548 Vector4Set(queue->color, r, g, b, a);
9549 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9550 queue->worldsize = worldsize;
9551 queue->decalsequence = cl.decalsequence++;
9554 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9557 r_decalsystem_splatqueue_t *queue;
9559 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9560 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);
9561 r_decalsystem_numqueued = 0;
9564 extern cvar_t cl_decals_max;
9565 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9568 decalsystem_t *decalsystem = &ent->decalsystem;
9570 unsigned int killsequence;
9575 if (!decalsystem->numdecals)
9578 if (r_showsurfaces.integer)
9581 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9583 R_DecalSystem_Reset(decalsystem);
9587 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9588 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9590 if (decalsystem->lastupdatetime)
9591 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9594 decalsystem->lastupdatetime = r_refdef.scene.time;
9595 numdecals = decalsystem->numdecals;
9597 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9599 if (decal->color4f[0][3])
9601 decal->lived += frametime;
9602 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9604 memset(decal, 0, sizeof(*decal));
9605 if (decalsystem->freedecal > i)
9606 decalsystem->freedecal = i;
9610 decal = decalsystem->decals;
9611 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9614 // collapse the array by shuffling the tail decals into the gaps
9617 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9618 decalsystem->freedecal++;
9619 if (decalsystem->freedecal == numdecals)
9621 decal[decalsystem->freedecal] = decal[--numdecals];
9624 decalsystem->numdecals = numdecals;
9628 // if there are no decals left, reset decalsystem
9629 R_DecalSystem_Reset(decalsystem);
9633 extern skinframe_t *decalskinframe;
9634 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9637 decalsystem_t *decalsystem = &ent->decalsystem;
9646 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9649 numdecals = decalsystem->numdecals;
9653 if (r_showsurfaces.integer)
9656 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9658 R_DecalSystem_Reset(decalsystem);
9662 // if the model is static it doesn't matter what value we give for
9663 // wantnormals and wanttangents, so this logic uses only rules applicable
9664 // to a model, knowing that they are meaningless otherwise
9665 RSurf_ActiveModelEntity(ent, false, false, false);
9667 decalsystem->lastupdatetime = r_refdef.scene.time;
9669 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9671 // update vertex positions for animated models
9672 v3f = decalsystem->vertex3f;
9673 c4f = decalsystem->color4f;
9674 t2f = decalsystem->texcoord2f;
9675 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9677 if (!decal->color4f[0][3])
9680 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9684 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9687 // update color values for fading decals
9688 if (decal->lived >= cl_decals_time.value)
9689 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9693 c4f[ 0] = decal->color4f[0][0] * alpha;
9694 c4f[ 1] = decal->color4f[0][1] * alpha;
9695 c4f[ 2] = decal->color4f[0][2] * alpha;
9697 c4f[ 4] = decal->color4f[1][0] * alpha;
9698 c4f[ 5] = decal->color4f[1][1] * alpha;
9699 c4f[ 6] = decal->color4f[1][2] * alpha;
9701 c4f[ 8] = decal->color4f[2][0] * alpha;
9702 c4f[ 9] = decal->color4f[2][1] * alpha;
9703 c4f[10] = decal->color4f[2][2] * alpha;
9706 t2f[0] = decal->texcoord2f[0][0];
9707 t2f[1] = decal->texcoord2f[0][1];
9708 t2f[2] = decal->texcoord2f[1][0];
9709 t2f[3] = decal->texcoord2f[1][1];
9710 t2f[4] = decal->texcoord2f[2][0];
9711 t2f[5] = decal->texcoord2f[2][1];
9713 // update vertex positions for animated models
9714 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9716 e = rsurface.modelelement3i + 3*decal->triangleindex;
9717 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9718 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9719 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9723 VectorCopy(decal->vertex3f[0], v3f);
9724 VectorCopy(decal->vertex3f[1], v3f + 3);
9725 VectorCopy(decal->vertex3f[2], v3f + 6);
9728 if (r_refdef.fogenabled)
9730 alpha = RSurf_FogVertex(v3f);
9731 VectorScale(c4f, alpha, c4f);
9732 alpha = RSurf_FogVertex(v3f + 3);
9733 VectorScale(c4f + 4, alpha, c4f + 4);
9734 alpha = RSurf_FogVertex(v3f + 6);
9735 VectorScale(c4f + 8, alpha, c4f + 8);
9746 r_refdef.stats[r_stat_drawndecals] += numtris;
9748 // now render the decals all at once
9749 // (this assumes they all use one particle font texture!)
9750 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);
9751 // R_Mesh_ResetTextureState();
9752 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9753 GL_DepthMask(false);
9754 GL_DepthRange(0, 1);
9755 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9757 GL_CullFace(GL_NONE);
9758 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9759 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9760 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9764 static void R_DrawModelDecals(void)
9768 // fade faster when there are too many decals
9769 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9770 for (i = 0;i < r_refdef.scene.numentities;i++)
9771 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9773 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9774 for (i = 0;i < r_refdef.scene.numentities;i++)
9775 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9776 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9778 R_DecalSystem_ApplySplatEntitiesQueue();
9780 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9781 for (i = 0;i < r_refdef.scene.numentities;i++)
9782 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9784 r_refdef.stats[r_stat_totaldecals] += numdecals;
9786 if (r_showsurfaces.integer || !r_drawdecals.integer)
9789 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9791 for (i = 0;i < r_refdef.scene.numentities;i++)
9793 if (!r_refdef.viewcache.entityvisible[i])
9795 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9796 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9800 static void R_DrawDebugModel(void)
9802 entity_render_t *ent = rsurface.entity;
9803 int i, j, flagsmask;
9804 const msurface_t *surface;
9805 dp_model_t *model = ent->model;
9807 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9810 if (r_showoverdraw.value > 0)
9812 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9813 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9814 R_SetupShader_Generic_NoTexture(false, false);
9815 GL_DepthTest(false);
9816 GL_DepthMask(false);
9817 GL_DepthRange(0, 1);
9818 GL_BlendFunc(GL_ONE, GL_ONE);
9819 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9821 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9823 rsurface.texture = R_GetCurrentTexture(surface->texture);
9824 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9826 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9827 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9828 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9829 GL_Color(c, 0, 0, 1.0f);
9830 else if (ent == r_refdef.scene.worldentity)
9831 GL_Color(c, c, c, 1.0f);
9833 GL_Color(0, c, 0, 1.0f);
9834 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9838 rsurface.texture = NULL;
9841 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9843 // R_Mesh_ResetTextureState();
9844 R_SetupShader_Generic_NoTexture(false, false);
9845 GL_DepthRange(0, 1);
9846 GL_DepthTest(!r_showdisabledepthtest.integer);
9847 GL_DepthMask(false);
9848 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9850 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9854 qboolean cullbox = false;
9855 const q3mbrush_t *brush;
9856 const bih_t *bih = &model->collision_bih;
9857 const bih_leaf_t *bihleaf;
9858 float vertex3f[3][3];
9859 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9860 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9862 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9864 switch (bihleaf->type)
9867 brush = model->brush.data_brushes + bihleaf->itemindex;
9868 if (brush->colbrushf && brush->colbrushf->numtriangles)
9870 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);
9871 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9872 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9875 case BIH_COLLISIONTRIANGLE:
9876 triangleindex = bihleaf->itemindex;
9877 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9878 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9879 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9880 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);
9881 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9882 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9884 case BIH_RENDERTRIANGLE:
9885 triangleindex = bihleaf->itemindex;
9886 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9887 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9888 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9889 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);
9890 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9891 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9897 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9900 if (r_showtris.value > 0 && qglPolygonMode)
9902 if (r_showdisabledepthtest.integer)
9904 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9905 GL_DepthMask(false);
9909 GL_BlendFunc(GL_ONE, GL_ZERO);
9912 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9913 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9915 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9917 rsurface.texture = R_GetCurrentTexture(surface->texture);
9918 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9920 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9921 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9922 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9923 else if (ent == r_refdef.scene.worldentity)
9924 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9926 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9927 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9931 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9932 rsurface.texture = NULL;
9936 // FIXME! implement r_shownormals with just triangles
9937 if (r_shownormals.value != 0 && qglBegin)
9941 if (r_showdisabledepthtest.integer)
9943 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9944 GL_DepthMask(false);
9948 GL_BlendFunc(GL_ONE, GL_ZERO);
9951 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9953 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9955 rsurface.texture = R_GetCurrentTexture(surface->texture);
9956 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9958 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9960 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9962 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9964 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9965 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9966 qglVertex3f(v[0], v[1], v[2]);
9967 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9968 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9969 qglVertex3f(v[0], v[1], v[2]);
9972 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9974 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9976 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9977 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9978 qglVertex3f(v[0], v[1], v[2]);
9979 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9980 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9981 qglVertex3f(v[0], v[1], v[2]);
9984 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9986 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9988 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9989 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9990 qglVertex3f(v[0], v[1], v[2]);
9991 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9992 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9993 qglVertex3f(v[0], v[1], v[2]);
9996 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9998 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10000 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10001 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10002 qglVertex3f(v[0], v[1], v[2]);
10003 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10004 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10005 qglVertex3f(v[0], v[1], v[2]);
10012 rsurface.texture = NULL;
10018 int r_maxsurfacelist = 0;
10019 const msurface_t **r_surfacelist = NULL;
10020 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10022 int i, j, endj, flagsmask;
10023 dp_model_t *model = ent->model;
10024 msurface_t *surfaces;
10025 unsigned char *update;
10026 int numsurfacelist = 0;
10030 if (r_maxsurfacelist < model->num_surfaces)
10032 r_maxsurfacelist = model->num_surfaces;
10034 Mem_Free((msurface_t **)r_surfacelist);
10035 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10038 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10039 RSurf_ActiveModelEntity(ent, false, false, false);
10041 RSurf_ActiveModelEntity(ent, true, true, true);
10042 else if (depthonly)
10043 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10045 RSurf_ActiveModelEntity(ent, true, true, false);
10047 surfaces = model->data_surfaces;
10048 update = model->brushq1.lightmapupdateflags;
10050 // update light styles
10051 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10053 model_brush_lightstyleinfo_t *style;
10054 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10056 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10058 int *list = style->surfacelist;
10059 style->value = r_refdef.scene.lightstylevalue[style->style];
10060 for (j = 0;j < style->numsurfaces;j++)
10061 update[list[j]] = true;
10066 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10070 R_DrawDebugModel();
10071 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10075 rsurface.lightmaptexture = NULL;
10076 rsurface.deluxemaptexture = NULL;
10077 rsurface.uselightmaptexture = false;
10078 rsurface.texture = NULL;
10079 rsurface.rtlight = NULL;
10080 numsurfacelist = 0;
10081 // add visible surfaces to draw list
10082 if (ent == r_refdef.scene.worldentity)
10084 // for the world entity, check surfacevisible
10085 for (i = 0;i < model->nummodelsurfaces;i++)
10087 j = model->sortedmodelsurfaces[i];
10088 if (r_refdef.viewcache.world_surfacevisible[j])
10089 r_surfacelist[numsurfacelist++] = surfaces + j;
10094 // for ui we have to preserve the order of surfaces
10095 for (i = 0; i < model->nummodelsurfaces; i++)
10096 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10100 // add all surfaces
10101 for (i = 0; i < model->nummodelsurfaces; i++)
10102 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10104 // don't do anything if there were no surfaces
10105 if (!numsurfacelist)
10107 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10110 // update lightmaps if needed
10114 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10119 R_BuildLightMap(ent, surfaces + j);
10124 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10126 // add to stats if desired
10127 if (r_speeds.integer && !skysurfaces && !depthonly)
10129 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10130 for (j = 0;j < numsurfacelist;j++)
10131 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10134 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10137 void R_DebugLine(vec3_t start, vec3_t end)
10139 dp_model_t *mod = CL_Mesh_UI();
10141 int e0, e1, e2, e3;
10142 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10143 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10144 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10147 // transform to screen coords first
10148 Vector4Set(w[0], start[0], start[1], start[2], 1);
10149 Vector4Set(w[1], end[0], end[1], end[2], 1);
10150 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10151 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10152 x1 = s[0][0] * vid_conwidth.value / vid.width;
10153 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10154 x2 = s[1][0] * vid_conwidth.value / vid.width;
10155 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10156 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10158 // add the line to the UI mesh for drawing later
10160 // width is measured in real pixels
10161 if (fabs(x2 - x1) > fabs(y2 - y1))
10164 offsety = 0.5f * width * vid_conheight.value / vid.height;
10168 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10171 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);
10172 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10173 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10174 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10175 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10176 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10177 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10182 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10184 static texture_t texture;
10186 // fake enough texture and surface state to render this geometry
10188 texture.update_lastrenderframe = -1; // regenerate this texture
10189 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10190 texture.basealpha = 1.0f;
10191 texture.currentskinframe = skinframe;
10192 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10193 texture.offsetmapping = OFFSETMAPPING_OFF;
10194 texture.offsetscale = 1;
10195 texture.specularscalemod = 1;
10196 texture.specularpowermod = 1;
10197 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10199 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10202 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10204 static msurface_t surface;
10205 const msurface_t *surfacelist = &surface;
10207 // fake enough texture and surface state to render this geometry
10208 surface.texture = texture;
10209 surface.num_triangles = numtriangles;
10210 surface.num_firsttriangle = firsttriangle;
10211 surface.num_vertices = numvertices;
10212 surface.num_firstvertex = firstvertex;
10215 rsurface.texture = R_GetCurrentTexture(surface.texture);
10216 rsurface.lightmaptexture = NULL;
10217 rsurface.deluxemaptexture = NULL;
10218 rsurface.uselightmaptexture = false;
10219 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);