2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
53 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
57 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
60 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
61 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
82 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "4", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
95 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
106 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
107 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
109 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
133 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
135 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
147 extern cvar_t v_glslgamma;
149 extern qboolean v_flipped_state;
151 static struct r_bloomstate_s
156 int bloomwidth, bloomheight;
158 int screentexturewidth, screentextureheight;
159 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
161 int bloomtexturewidth, bloomtextureheight;
162 rtexture_t *texture_bloom;
164 // arrays for rendering the screen passes
165 float screentexcoord2f[8];
166 float bloomtexcoord2f[8];
167 float offsettexcoord2f[8];
169 r_viewport_t viewport;
173 r_waterstate_t r_waterstate;
175 /// shadow volume bsp struct with automatically growing nodes buffer
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
194 typedef struct r_qwskincache_s
196 char name[MAX_QPATH];
197 skinframe_t *skinframe;
201 static r_qwskincache_t *r_qwskincache;
202 static int r_qwskincache_size;
204 /// vertex coordinates for a quad that covers the screen exactly
205 const float r_screenvertex3f[12] =
213 extern void R_DrawModelShadows(void);
215 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
218 for (i = 0;i < verts;i++)
229 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
232 for (i = 0;i < verts;i++)
242 // FIXME: move this to client?
245 if (gamemode == GAME_NEHAHRA)
247 Cvar_Set("gl_fogenable", "0");
248 Cvar_Set("gl_fogdensity", "0.2");
249 Cvar_Set("gl_fogred", "0.3");
250 Cvar_Set("gl_foggreen", "0.3");
251 Cvar_Set("gl_fogblue", "0.3");
253 r_refdef.fog_density = 0;
254 r_refdef.fog_red = 0;
255 r_refdef.fog_green = 0;
256 r_refdef.fog_blue = 0;
257 r_refdef.fog_alpha = 1;
258 r_refdef.fog_start = 0;
259 r_refdef.fog_end = 0;
262 float FogForDistance(vec_t dist)
264 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
265 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
268 float FogPoint_World(const vec3_t p)
270 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
273 float FogPoint_Model(const vec3_t p)
275 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
278 static void R_BuildBlankTextures(void)
280 unsigned char data[4];
281 data[2] = 128; // normal X
282 data[1] = 128; // normal Y
283 data[0] = 255; // normal Z
284 data[3] = 128; // height
285 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
290 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
295 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
300 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
303 static void R_BuildNoTexture(void)
306 unsigned char pix[16][16][4];
307 // this makes a light grey/dark grey checkerboard texture
308 for (y = 0;y < 16;y++)
310 for (x = 0;x < 16;x++)
312 if ((y < 8) ^ (x < 8))
328 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
331 static void R_BuildWhiteCube(void)
333 unsigned char data[6*1*1*4];
334 memset(data, 255, sizeof(data));
335 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
338 static void R_BuildNormalizationCube(void)
342 vec_t s, t, intensity;
344 unsigned char data[6][NORMSIZE][NORMSIZE][4];
345 for (side = 0;side < 6;side++)
347 for (y = 0;y < NORMSIZE;y++)
349 for (x = 0;x < NORMSIZE;x++)
351 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
352 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387 intensity = 127.0f / sqrt(DotProduct(v, v));
388 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
389 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
390 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
391 data[side][y][x][3] = 255;
395 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
398 static void R_BuildFogTexture(void)
402 unsigned char data1[FOGWIDTH][4];
403 //unsigned char data2[FOGWIDTH][4];
406 r_refdef.fogmasktable_start = r_refdef.fog_start;
407 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
408 r_refdef.fogmasktable_range = r_refdef.fogrange;
409 r_refdef.fogmasktable_density = r_refdef.fog_density;
411 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
412 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
414 d = (x * r - r_refdef.fogmasktable_start);
415 if(developer.integer >= 100)
416 Con_Printf("%f ", d);
418 if (r_fog_exp2.integer)
419 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
421 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
422 if(developer.integer >= 100)
423 Con_Printf(" : %f ", alpha);
424 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
425 if(developer.integer >= 100)
426 Con_Printf(" = %f\n", alpha);
427 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
430 for (x = 0;x < FOGWIDTH;x++)
432 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
437 //data2[x][0] = 255 - b;
438 //data2[x][1] = 255 - b;
439 //data2[x][2] = 255 - b;
442 if (r_texture_fogattenuation)
444 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
445 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
449 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
450 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
454 static const char *builtinshaderstring =
455 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
456 "// written by Forest 'LordHavoc' Hale\n"
458 "// enable various extensions depending on permutation:\n"
460 "#ifdef USESHADOWMAPRECT\n"
461 "# extension GL_ARB_texture_rectangle : enable\n"
464 "#ifdef USESHADOWMAP2D\n"
465 "# ifdef GL_EXT_gpu_shader4\n"
466 "# extension GL_EXT_gpu_shader4 : enable\n"
468 "# ifdef GL_ARB_texture_gather\n"
469 "# extension GL_ARB_texture_gather : enable\n"
471 "# ifdef GL_AMD_texture_texture4\n"
472 "# extension GL_AMD_texture_texture4 : enable\n"
477 "#ifdef USESHADOWMAPCUBE\n"
478 "# extension GL_EXT_gpu_shader4 : enable\n"
481 "#ifdef USESHADOWSAMPLER\n"
482 "# extension GL_ARB_shadow : enable\n"
485 "// common definitions between vertex shader and fragment shader:\n"
487 "//#ifdef __GLSL_CG_DATA_TYPES\n"
488 "//# define myhalf half\n"
489 "//# define myhalf2 half2\n"
490 "//# define myhalf3half3\n"
491 "//# define myhalf4 half4\n"
493 "# define myhalf float\n"
494 "# define myhalf2 vec2\n"
495 "# define myhalf3 vec3\n"
496 "# define myhalf4 vec4\n"
499 "#ifdef MODE_DEPTH_OR_SHADOW\n"
501 "# ifdef VERTEX_SHADER\n"
504 " gl_Position = ftransform();\n"
509 "#ifdef MODE_SHOWDEPTH\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_Position = ftransform();\n"
514 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
517 "# ifdef FRAGMENT_SHADER\n"
520 " gl_FragColor = gl_Color;\n"
524 "#else // !MODE_SHOWDEPTH\n"
526 "#ifdef MODE_POSTPROCESS\n"
527 "# ifdef VERTEX_SHADER\n"
530 " gl_FrontColor = gl_Color;\n"
531 " gl_Position = ftransform();\n"
532 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
534 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
538 "# ifdef FRAGMENT_SHADER\n"
540 "uniform sampler2D Texture_First;\n"
542 "uniform sampler2D Texture_Second;\n"
544 "#ifdef USEGAMMARAMPS\n"
545 "uniform sampler2D Texture_GammaRamps;\n"
547 "#ifdef USESATURATION\n"
548 "uniform float Saturation;\n"
550 "#ifdef USEVIEWTINT\n"
551 "uniform vec4 TintColor;\n"
553 "//uncomment these if you want to use them:\n"
554 "uniform vec4 UserVec1;\n"
555 "// uniform vec4 UserVec2;\n"
556 "// uniform vec4 UserVec3;\n"
557 "// uniform vec4 UserVec4;\n"
558 "// uniform float ClientTime;\n"
559 "uniform vec2 PixelSize;\n"
562 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
564 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
566 "#ifdef USEVIEWTINT\n"
567 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
570 "#ifdef USEPOSTPROCESSING\n"
571 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
572 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
573 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
574 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
575 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
576 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
577 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
578 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
581 "#ifdef USESATURATION\n"
582 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
583 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
584 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
585 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
588 "#ifdef USEGAMMARAMPS\n"
589 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
590 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
591 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
598 "#ifdef MODE_GENERIC\n"
599 "# ifdef VERTEX_SHADER\n"
602 " gl_FrontColor = gl_Color;\n"
603 "# ifdef USEDIFFUSE\n"
604 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
606 "# ifdef USESPECULAR\n"
607 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
609 " gl_Position = ftransform();\n"
612 "# ifdef FRAGMENT_SHADER\n"
614 "# ifdef USEDIFFUSE\n"
615 "uniform sampler2D Texture_First;\n"
617 "# ifdef USESPECULAR\n"
618 "uniform sampler2D Texture_Second;\n"
623 " gl_FragColor = gl_Color;\n"
624 "# ifdef USEDIFFUSE\n"
625 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
628 "# ifdef USESPECULAR\n"
629 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
631 "# ifdef USECOLORMAPPING\n"
632 " gl_FragColor *= tex2;\n"
635 " gl_FragColor += tex2;\n"
637 "# ifdef USEVERTEXTEXTUREBLEND\n"
638 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
643 "#else // !MODE_GENERIC\n"
645 "varying vec2 TexCoord;\n"
646 "#ifdef USEVERTEXTEXTUREBLEND\n"
647 "varying vec2 TexCoord2;\n"
649 "varying vec2 TexCoordLightmap;\n"
651 "#ifdef MODE_LIGHTSOURCE\n"
652 "varying vec3 CubeVector;\n"
655 "#ifdef MODE_LIGHTSOURCE\n"
656 "varying vec3 LightVector;\n"
658 "#ifdef MODE_LIGHTDIRECTION\n"
659 "varying vec3 LightVector;\n"
662 "varying vec3 EyeVector;\n"
664 "varying vec3 EyeVectorModelSpace;\n"
667 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
668 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
669 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
671 "#ifdef MODE_WATER\n"
672 "varying vec4 ModelViewProjectionPosition;\n"
674 "#ifdef MODE_REFRACTION\n"
675 "varying vec4 ModelViewProjectionPosition;\n"
677 "#ifdef USEREFLECTION\n"
678 "varying vec4 ModelViewProjectionPosition;\n"
685 "// vertex shader specific:\n"
686 "#ifdef VERTEX_SHADER\n"
688 "uniform vec3 LightPosition;\n"
689 "uniform vec3 EyePosition;\n"
690 "uniform vec3 LightDir;\n"
692 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
696 " gl_FrontColor = gl_Color;\n"
697 " // copy the surface texcoord\n"
698 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
699 "#ifdef USEVERTEXTEXTUREBLEND\n"
700 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
702 "#ifndef MODE_LIGHTSOURCE\n"
703 "# ifndef MODE_LIGHTDIRECTION\n"
704 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
708 "#ifdef MODE_LIGHTSOURCE\n"
709 " // transform vertex position into light attenuation/cubemap space\n"
710 " // (-1 to +1 across the light box)\n"
711 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
713 " // transform unnormalized light direction into tangent space\n"
714 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
715 " // normalize it per pixel)\n"
716 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
717 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
718 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
719 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
722 "#ifdef MODE_LIGHTDIRECTION\n"
723 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
724 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
725 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
728 " // transform unnormalized eye direction into tangent space\n"
730 " vec3 EyeVectorModelSpace;\n"
732 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
733 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
734 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
735 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
737 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
738 " VectorS = gl_MultiTexCoord1.xyz;\n"
739 " VectorT = gl_MultiTexCoord2.xyz;\n"
740 " VectorR = gl_MultiTexCoord3.xyz;\n"
743 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
744 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
745 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
746 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
749 "// transform vertex to camera space, using ftransform to match non-VS\n"
751 " gl_Position = ftransform();\n"
753 "#ifdef MODE_WATER\n"
754 " ModelViewProjectionPosition = gl_Position;\n"
756 "#ifdef MODE_REFRACTION\n"
757 " ModelViewProjectionPosition = gl_Position;\n"
759 "#ifdef USEREFLECTION\n"
760 " ModelViewProjectionPosition = gl_Position;\n"
764 "#endif // VERTEX_SHADER\n"
769 "// fragment shader specific:\n"
770 "#ifdef FRAGMENT_SHADER\n"
772 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
773 "uniform sampler2D Texture_Normal;\n"
774 "uniform sampler2D Texture_Color;\n"
775 "uniform sampler2D Texture_Gloss;\n"
776 "uniform sampler2D Texture_Glow;\n"
777 "uniform sampler2D Texture_SecondaryNormal;\n"
778 "uniform sampler2D Texture_SecondaryColor;\n"
779 "uniform sampler2D Texture_SecondaryGloss;\n"
780 "uniform sampler2D Texture_SecondaryGlow;\n"
781 "uniform sampler2D Texture_Pants;\n"
782 "uniform sampler2D Texture_Shirt;\n"
783 "uniform sampler2D Texture_FogMask;\n"
784 "uniform sampler2D Texture_Lightmap;\n"
785 "uniform sampler2D Texture_Deluxemap;\n"
786 "uniform sampler2D Texture_Refraction;\n"
787 "uniform sampler2D Texture_Reflection;\n"
788 "uniform sampler2D Texture_Attenuation;\n"
789 "uniform samplerCube Texture_Cube;\n"
791 "#define showshadowmap 0\n"
793 "#ifdef USESHADOWMAPRECT\n"
794 "# ifdef USESHADOWSAMPLER\n"
795 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
797 "uniform sampler2DRect Texture_ShadowMapRect;\n"
801 "#ifdef USESHADOWMAP2D\n"
802 "# ifdef USESHADOWSAMPLER\n"
803 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
805 "uniform sampler2D Texture_ShadowMap2D;\n"
809 "#ifdef USESHADOWMAPVSDCT\n"
810 "uniform samplerCube Texture_CubeProjection;\n"
813 "#ifdef USESHADOWMAPCUBE\n"
814 "# ifdef USESHADOWSAMPLER\n"
815 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
817 "uniform samplerCube Texture_ShadowMapCube;\n"
821 "uniform myhalf3 LightColor;\n"
822 "uniform myhalf3 AmbientColor;\n"
823 "uniform myhalf3 DiffuseColor;\n"
824 "uniform myhalf3 SpecularColor;\n"
825 "uniform myhalf3 Color_Pants;\n"
826 "uniform myhalf3 Color_Shirt;\n"
827 "uniform myhalf3 FogColor;\n"
829 "uniform myhalf4 TintColor;\n"
832 "//#ifdef MODE_WATER\n"
833 "uniform vec4 DistortScaleRefractReflect;\n"
834 "uniform vec4 ScreenScaleRefractReflect;\n"
835 "uniform vec4 ScreenCenterRefractReflect;\n"
836 "uniform myhalf4 RefractColor;\n"
837 "uniform myhalf4 ReflectColor;\n"
838 "uniform myhalf ReflectFactor;\n"
839 "uniform myhalf ReflectOffset;\n"
841 "//# ifdef MODE_REFRACTION\n"
842 "//uniform vec4 DistortScaleRefractReflect;\n"
843 "//uniform vec4 ScreenScaleRefractReflect;\n"
844 "//uniform vec4 ScreenCenterRefractReflect;\n"
845 "//uniform myhalf4 RefractColor;\n"
846 "//# ifdef USEREFLECTION\n"
847 "//uniform myhalf4 ReflectColor;\n"
850 "//# ifdef USEREFLECTION\n"
851 "//uniform vec4 DistortScaleRefractReflect;\n"
852 "//uniform vec4 ScreenScaleRefractReflect;\n"
853 "//uniform vec4 ScreenCenterRefractReflect;\n"
854 "//uniform myhalf4 ReflectColor;\n"
859 "uniform myhalf3 GlowColor;\n"
860 "uniform myhalf SceneBrightness;\n"
862 "uniform float OffsetMapping_Scale;\n"
863 "uniform float OffsetMapping_Bias;\n"
864 "uniform float FogRangeRecip;\n"
866 "uniform myhalf AmbientScale;\n"
867 "uniform myhalf DiffuseScale;\n"
868 "uniform myhalf SpecularScale;\n"
869 "uniform myhalf SpecularPower;\n"
871 "#ifdef USEOFFSETMAPPING\n"
872 "vec2 OffsetMapping(vec2 TexCoord)\n"
874 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
875 " // 14 sample relief mapping: linear search and then binary search\n"
876 " // this basically steps forward a small amount repeatedly until it finds\n"
877 " // itself inside solid, then jitters forward and back using decreasing\n"
878 " // amounts to find the impact\n"
879 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
880 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
881 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
882 " vec3 RT = vec3(TexCoord, 1);\n"
883 " OffsetVector *= 0.1;\n"
884 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
885 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
886 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
887 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
888 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
889 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
890 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
891 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
892 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
893 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
894 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
895 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
896 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
897 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
900 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
901 " // this basically moves forward the full distance, and then backs up based\n"
902 " // on height of samples\n"
903 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
904 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
905 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
906 " TexCoord += OffsetVector;\n"
907 " OffsetVector *= 0.333;\n"
908 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
909 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
910 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
911 " return TexCoord;\n"
914 "#endif // USEOFFSETMAPPING\n"
916 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
917 "uniform vec2 ShadowMap_TextureScale;\n"
918 "uniform vec4 ShadowMap_Parameters;\n"
921 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
922 "vec3 GetShadowMapTC2D(vec3 dir)\n"
924 " vec3 adir = abs(dir);\n"
925 "# ifndef USESHADOWMAPVSDCT\n"
929 " if (adir.x > adir.y)\n"
931 " if (adir.x > adir.z) // X\n"
935 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
941 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
946 " if (adir.y > adir.z) // Y\n"
950 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
956 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
960 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
961 " stc.xy += offset * ShadowMap_Parameters.y;\n"
962 " stc.z += ShadowMap_Parameters.z;\n"
963 "# if showshadowmap\n"
964 " stc.xy *= ShadowMap_TextureScale;\n"
968 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
969 " float ma = max(max(adir.x, adir.y), adir.z);\n"
970 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
971 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
972 " stc.z += ShadowMap_Parameters.z;\n"
973 "# if showshadowmap\n"
974 " stc.xy *= ShadowMap_TextureScale;\n"
979 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
981 "#ifdef USESHADOWMAPCUBE\n"
982 "vec4 GetShadowMapTCCube(vec3 dir)\n"
984 " vec3 adir = abs(dir);\n"
985 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
989 "#if !showshadowmap\n"
990 "# ifdef USESHADOWMAPRECT\n"
991 "float ShadowMapCompare(vec3 dir)\n"
993 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
995 "# ifdef USESHADOWSAMPLER\n"
997 "# ifdef USESHADOWMAPPCF\n"
998 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
999 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1001 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1006 "# ifdef USESHADOWMAPPCF\n"
1007 "# if USESHADOWMAPPCF > 1\n"
1008 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1009 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1010 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1011 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1012 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1013 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1014 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1015 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1017 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1018 " vec2 offset = fract(shadowmaptc.xy);\n"
1019 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1020 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1021 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1022 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1023 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1026 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1034 "# ifdef USESHADOWMAP2D\n"
1035 "float ShadowMapCompare(vec3 dir)\n"
1037 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1040 "# ifdef USESHADOWSAMPLER\n"
1041 "# ifdef USESHADOWMAPPCF\n"
1042 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1043 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1044 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1046 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1049 "# ifdef USESHADOWMAPPCF\n"
1050 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1051 "# ifdef GL_ARB_texture_gather\n"
1052 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1054 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1056 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 " center *= ShadowMap_TextureScale;\n"
1058 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1059 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1060 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1061 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1062 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1063 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1064 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1066 "# ifdef GL_EXT_gpu_shader4\n"
1067 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1069 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1071 "# if USESHADOWMAPPCF > 1\n"
1072 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1073 " center *= ShadowMap_TextureScale;\n"
1074 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1075 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1076 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1077 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1078 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1079 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1081 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1082 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1083 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1084 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1085 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1086 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1090 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1097 "# ifdef USESHADOWMAPCUBE\n"
1098 "float ShadowMapCompare(vec3 dir)\n"
1100 " // apply depth texture cubemap as light filter\n"
1101 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1103 "# ifdef USESHADOWSAMPLER\n"
1104 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1106 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1113 "#ifdef MODE_WATER\n"
1118 "#ifdef USEOFFSETMAPPING\n"
1119 " // apply offsetmapping\n"
1120 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1121 "#define TexCoord TexCoordOffset\n"
1124 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1125 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1126 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1127 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1128 " // FIXME temporary hack to detect the case that the reflection\n"
1129 " // gets blackened at edges due to leaving the area that contains actual\n"
1131 " // Remove this 'ack once we have a better way to stop this thing from\n"
1133 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1134 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1135 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1136 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1137 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1138 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1139 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1140 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1141 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1142 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1143 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1144 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1147 "#else // !MODE_WATER\n"
1148 "#ifdef MODE_REFRACTION\n"
1150 "// refraction pass\n"
1153 "#ifdef USEOFFSETMAPPING\n"
1154 " // apply offsetmapping\n"
1155 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1156 "#define TexCoord TexCoordOffset\n"
1159 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1160 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1161 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1162 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1163 " // FIXME temporary hack to detect the case that the reflection\n"
1164 " // gets blackened at edges due to leaving the area that contains actual\n"
1166 " // Remove this 'ack once we have a better way to stop this thing from\n"
1168 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1169 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1170 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1171 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1172 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1173 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1176 "#else // !MODE_REFRACTION\n"
1179 "#ifdef USEOFFSETMAPPING\n"
1180 " // apply offsetmapping\n"
1181 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1182 "#define TexCoord TexCoordOffset\n"
1185 " // combine the diffuse textures (base, pants, shirt)\n"
1186 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1187 "#ifdef USECOLORMAPPING\n"
1188 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1190 "#ifdef USEVERTEXTEXTUREBLEND\n"
1191 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1192 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1193 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1194 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1196 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1199 "#ifdef USEDIFFUSE\n"
1200 " // get the surface normal and the gloss color\n"
1201 "# ifdef USEVERTEXTEXTUREBLEND\n"
1202 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1203 "# ifdef USESPECULAR\n"
1204 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1207 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1208 "# ifdef USESPECULAR\n"
1209 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1216 "#ifdef MODE_LIGHTSOURCE\n"
1217 " // light source\n"
1219 " // calculate surface normal, light normal, and specular normal\n"
1220 " // compute color intensity for the two textures (colormap and glossmap)\n"
1221 " // scale by light color and attenuation as efficiently as possible\n"
1222 " // (do as much scalar math as possible rather than vector math)\n"
1223 "# ifdef USEDIFFUSE\n"
1224 " // get the light normal\n"
1225 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1227 "# ifdef USESPECULAR\n"
1228 "# ifndef USEEXACTSPECULARMATH\n"
1229 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1232 " // calculate directional shading\n"
1233 "# ifdef USEEXACTSPECULARMATH\n"
1234 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1236 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1239 "# ifdef USEDIFFUSE\n"
1240 " // calculate directional shading\n"
1241 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1243 " // calculate directionless shading\n"
1244 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1248 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1249 "#if !showshadowmap\n"
1250 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1254 "# ifdef USECUBEFILTER\n"
1255 " // apply light cubemap filter\n"
1256 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1257 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1259 "#endif // MODE_LIGHTSOURCE\n"
1264 "#ifdef MODE_LIGHTDIRECTION\n"
1265 " // directional model lighting\n"
1266 "# ifdef USEDIFFUSE\n"
1267 " // get the light normal\n"
1268 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1270 "# ifdef USESPECULAR\n"
1271 " // calculate directional shading\n"
1272 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1273 "# ifdef USEEXACTSPECULARMATH\n"
1274 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1276 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1277 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1280 "# ifdef USEDIFFUSE\n"
1282 " // calculate directional shading\n"
1283 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1285 " color.rgb *= AmbientColor;\n"
1288 "#endif // MODE_LIGHTDIRECTION\n"
1293 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1294 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1296 " // get the light normal\n"
1297 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1298 " myhalf3 diffusenormal;\n"
1299 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1300 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1301 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1302 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1303 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1304 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1305 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1306 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1307 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1308 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1309 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1310 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1311 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1312 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1313 "# ifdef USESPECULAR\n"
1314 "# ifdef USEEXACTSPECULARMATH\n"
1315 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1317 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1318 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1322 " // apply lightmap color\n"
1323 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1324 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1329 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1330 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1332 " // get the light normal\n"
1333 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1334 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1335 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1336 "# ifdef USESPECULAR\n"
1337 "# ifdef USEEXACTSPECULARMATH\n"
1338 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1340 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1341 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1345 " // apply lightmap color\n"
1346 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1347 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1352 "#ifdef MODE_LIGHTMAP\n"
1353 " // apply lightmap color\n"
1354 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1355 "#endif // MODE_LIGHTMAP\n"
1360 "#ifdef MODE_VERTEXCOLOR\n"
1361 " // apply lightmap color\n"
1362 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1363 "#endif // MODE_VERTEXCOLOR\n"
1368 "#ifdef MODE_FLATCOLOR\n"
1369 "#endif // MODE_FLATCOLOR\n"
1377 " color *= TintColor;\n"
1380 "#ifdef USEVERTEXTEXTUREBLEND\n"
1381 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1383 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1387 " color.rgb *= SceneBrightness;\n"
1389 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1391 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1394 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1395 "#ifdef USEREFLECTION\n"
1396 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1397 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1398 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1399 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1400 " // FIXME temporary hack to detect the case that the reflection\n"
1401 " // gets blackened at edges due to leaving the area that contains actual\n"
1403 " // Remove this 'ack once we have a better way to stop this thing from\n"
1405 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1406 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1407 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1408 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1409 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1410 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1413 " gl_FragColor = vec4(color);\n"
1415 "#if showshadowmap\n"
1416 "# ifdef USESHADOWMAPRECT\n"
1417 "# ifdef USESHADOWSAMPLER\n"
1418 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1420 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1423 "# ifdef USESHADOWMAP2D\n"
1424 "# ifdef USESHADOWSAMPLER\n"
1425 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1427 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1431 "# ifdef USESHADOWMAPCUBE\n"
1432 "# ifdef USESHADOWSAMPLER\n"
1433 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1435 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1440 "#endif // !MODE_REFRACTION\n"
1441 "#endif // !MODE_WATER\n"
1443 "#endif // FRAGMENT_SHADER\n"
1445 "#endif // !MODE_GENERIC\n"
1446 "#endif // !MODE_POSTPROCESS\n"
1447 "#endif // !MODE_SHOWDEPTH\n"
1448 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1451 typedef struct shaderpermutationinfo_s
1453 const char *pretext;
1456 shaderpermutationinfo_t;
1458 typedef struct shadermodeinfo_s
1460 const char *vertexfilename;
1461 const char *geometryfilename;
1462 const char *fragmentfilename;
1463 const char *pretext;
1468 typedef enum shaderpermutation_e
1470 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1471 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1472 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1473 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1474 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1475 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1476 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1477 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1478 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1479 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1480 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1481 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1482 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1483 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1484 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1485 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1486 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1487 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1488 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1489 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1490 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1491 SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
1492 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1493 SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1494 SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1496 shaderpermutation_t;
1498 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1499 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1501 {"#define USEDIFFUSE\n", " diffuse"},
1502 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1503 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1504 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1505 {"#define USECUBEFILTER\n", " cubefilter"},
1506 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1507 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1508 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1509 {"#define USEREFLECTION\n", " reflection"},
1510 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1511 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1512 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1513 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1514 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1515 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1516 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1517 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1518 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1521 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1522 typedef enum shadermode_e
1524 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1525 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1526 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1527 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1528 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1529 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1530 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1531 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1532 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1533 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1534 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1535 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1536 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1541 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1542 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1544 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1545 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1546 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1547 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1548 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1549 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1550 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1551 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1552 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1553 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1554 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1555 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1556 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1559 struct r_glsl_permutation_s;
1560 typedef struct r_glsl_permutation_s
1562 /// hash lookup data
1563 struct r_glsl_permutation_s *hashnext;
1565 unsigned int permutation;
1567 /// indicates if we have tried compiling this permutation already
1569 /// 0 if compilation failed
1571 /// locations of detected uniforms in program object, or -1 if not found
1572 int loc_Texture_First;
1573 int loc_Texture_Second;
1574 int loc_Texture_GammaRamps;
1575 int loc_Texture_Normal;
1576 int loc_Texture_Color;
1577 int loc_Texture_Gloss;
1578 int loc_Texture_Glow;
1579 int loc_Texture_SecondaryNormal;
1580 int loc_Texture_SecondaryColor;
1581 int loc_Texture_SecondaryGloss;
1582 int loc_Texture_SecondaryGlow;
1583 int loc_Texture_Pants;
1584 int loc_Texture_Shirt;
1585 int loc_Texture_FogMask;
1586 int loc_Texture_Lightmap;
1587 int loc_Texture_Deluxemap;
1588 int loc_Texture_Attenuation;
1589 int loc_Texture_Cube;
1590 int loc_Texture_Refraction;
1591 int loc_Texture_Reflection;
1592 int loc_Texture_ShadowMapRect;
1593 int loc_Texture_ShadowMapCube;
1594 int loc_Texture_ShadowMap2D;
1595 int loc_Texture_CubeProjection;
1597 int loc_LightPosition;
1598 int loc_EyePosition;
1599 int loc_Color_Pants;
1600 int loc_Color_Shirt;
1601 int loc_FogRangeRecip;
1602 int loc_AmbientScale;
1603 int loc_DiffuseScale;
1604 int loc_SpecularScale;
1605 int loc_SpecularPower;
1607 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1608 int loc_OffsetMapping_Scale;
1610 int loc_AmbientColor;
1611 int loc_DiffuseColor;
1612 int loc_SpecularColor;
1614 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1615 int loc_GammaCoeff; ///< 1 / gamma
1616 int loc_DistortScaleRefractReflect;
1617 int loc_ScreenScaleRefractReflect;
1618 int loc_ScreenCenterRefractReflect;
1619 int loc_RefractColor;
1620 int loc_ReflectColor;
1621 int loc_ReflectFactor;
1622 int loc_ReflectOffset;
1630 int loc_ShadowMap_TextureScale;
1631 int loc_ShadowMap_Parameters;
1633 r_glsl_permutation_t;
1635 #define SHADERPERMUTATION_HASHSIZE 4096
1637 /// information about each possible shader permutation
1638 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1639 /// currently selected permutation
1640 r_glsl_permutation_t *r_glsl_permutation;
1641 /// storage for permutations linked in the hash table
1642 memexpandablearray_t r_glsl_permutationarray;
1644 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1646 //unsigned int hashdepth = 0;
1647 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1648 r_glsl_permutation_t *p;
1649 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1651 if (p->mode == mode && p->permutation == permutation)
1653 //if (hashdepth > 10)
1654 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1659 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1661 p->permutation = permutation;
1662 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1663 r_glsl_permutationhash[mode][hashindex] = p;
1664 //if (hashdepth > 10)
1665 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1669 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1672 if (!filename || !filename[0])
1674 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1677 if (printfromdisknotice)
1678 Con_DPrint("from disk... ");
1679 return shaderstring;
1681 else if (!strcmp(filename, "glsl/default.glsl"))
1683 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1684 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1686 return shaderstring;
1689 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1692 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1693 int vertstrings_count = 0;
1694 int geomstrings_count = 0;
1695 int fragstrings_count = 0;
1696 char *vertexstring, *geometrystring, *fragmentstring;
1697 const char *vertstrings_list[32+3];
1698 const char *geomstrings_list[32+3];
1699 const char *fragstrings_list[32+3];
1700 char permutationname[256];
1707 permutationname[0] = 0;
1708 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1709 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1710 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1712 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1714 // the first pretext is which type of shader to compile as
1715 // (later these will all be bound together as a program object)
1716 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1717 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1718 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1720 // the second pretext is the mode (for example a light source)
1721 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1722 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1723 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1724 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1726 // now add all the permutation pretexts
1727 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1729 if (permutation & (1<<i))
1731 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1732 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1733 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1734 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1738 // keep line numbers correct
1739 vertstrings_list[vertstrings_count++] = "\n";
1740 geomstrings_list[geomstrings_count++] = "\n";
1741 fragstrings_list[fragstrings_count++] = "\n";
1745 // now append the shader text itself
1746 vertstrings_list[vertstrings_count++] = vertexstring;
1747 geomstrings_list[geomstrings_count++] = geometrystring;
1748 fragstrings_list[fragstrings_count++] = fragmentstring;
1750 // if any sources were NULL, clear the respective list
1752 vertstrings_count = 0;
1753 if (!geometrystring)
1754 geomstrings_count = 0;
1755 if (!fragmentstring)
1756 fragstrings_count = 0;
1758 // compile the shader program
1759 if (vertstrings_count + geomstrings_count + fragstrings_count)
1760 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1764 qglUseProgramObjectARB(p->program);CHECKGLERROR
1765 // look up all the uniform variable names we care about, so we don't
1766 // have to look them up every time we set them
1767 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1768 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1769 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1770 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1771 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1772 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1773 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1774 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1775 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1776 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1777 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1778 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1779 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1780 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1781 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1782 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1783 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1784 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1785 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1786 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1787 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1788 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1789 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1790 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1791 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1792 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1793 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1794 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1795 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1796 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1797 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1798 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1799 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1800 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1801 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1802 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1803 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1804 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1805 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1806 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1807 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1808 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1809 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1810 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1811 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1812 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1813 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1814 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1815 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1816 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1817 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1818 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1819 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1820 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1821 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1822 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1823 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1824 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1825 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1826 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1827 // initialize the samplers to refer to the texture units we use
1828 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1829 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1830 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1831 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1832 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1833 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1834 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1835 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1836 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1837 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1838 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1839 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1840 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1841 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1842 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1843 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1844 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1845 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1846 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1847 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1848 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1849 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1850 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1851 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1853 if (developer.integer)
1854 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1857 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1861 Mem_Free(vertexstring);
1863 Mem_Free(geometrystring);
1865 Mem_Free(fragmentstring);
1868 void R_GLSL_Restart_f(void)
1870 unsigned int i, limit;
1871 r_glsl_permutation_t *p;
1872 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1873 for (i = 0;i < limit;i++)
1875 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1877 GL_Backend_FreeProgram(p->program);
1878 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1881 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1884 void R_GLSL_DumpShader_f(void)
1888 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1891 Con_Printf("failed to write to glsl/default.glsl\n");
1895 FS_Print(file, "/* The engine may define the following macros:\n");
1896 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1897 for (i = 0;i < SHADERMODE_COUNT;i++)
1898 FS_Print(file, shadermodeinfo[i].pretext);
1899 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1900 FS_Print(file, shaderpermutationinfo[i].pretext);
1901 FS_Print(file, "*/\n");
1902 FS_Print(file, builtinshaderstring);
1905 Con_Printf("glsl/default.glsl written\n");
1908 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1910 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1911 if (r_glsl_permutation != perm)
1913 r_glsl_permutation = perm;
1914 if (!r_glsl_permutation->program)
1916 if (!r_glsl_permutation->compiled)
1917 R_GLSL_CompilePermutation(perm, mode, permutation);
1918 if (!r_glsl_permutation->program)
1920 // remove features until we find a valid permutation
1922 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1924 // reduce i more quickly whenever it would not remove any bits
1925 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1926 if (!(permutation & j))
1929 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1930 if (!r_glsl_permutation->compiled)
1931 R_GLSL_CompilePermutation(perm, mode, permutation);
1932 if (r_glsl_permutation->program)
1935 if (i >= SHADERPERMUTATION_COUNT)
1937 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1938 Cvar_SetValueQuick(&r_glsl, 0);
1939 R_GLSL_Restart_f(); // unload shaders
1940 return; // no bit left to clear
1945 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1949 void R_SetupGenericShader(qboolean usetexture)
1951 if (gl_support_fragment_shader)
1953 if (r_glsl.integer && r_glsl_usegeneric.integer)
1954 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1955 else if (r_glsl_permutation)
1957 r_glsl_permutation = NULL;
1958 qglUseProgramObjectARB(0);CHECKGLERROR
1963 void R_SetupGenericTwoTextureShader(int texturemode)
1965 if (gl_support_fragment_shader)
1967 if (r_glsl.integer && r_glsl_usegeneric.integer)
1968 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1969 else if (r_glsl_permutation)
1971 r_glsl_permutation = NULL;
1972 qglUseProgramObjectARB(0);CHECKGLERROR
1975 if (!r_glsl_permutation)
1977 if (texturemode == GL_DECAL && gl_combine.integer)
1978 texturemode = GL_INTERPOLATE_ARB;
1979 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1983 void R_SetupDepthOrShadowShader(void)
1985 if (gl_support_fragment_shader)
1987 if (r_glsl.integer && r_glsl_usegeneric.integer)
1988 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1989 else if (r_glsl_permutation)
1991 r_glsl_permutation = NULL;
1992 qglUseProgramObjectARB(0);CHECKGLERROR
1997 void R_SetupShowDepthShader(void)
1999 if (gl_support_fragment_shader)
2001 if (r_glsl.integer && r_glsl_usegeneric.integer)
2002 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2003 else if (r_glsl_permutation)
2005 r_glsl_permutation = NULL;
2006 qglUseProgramObjectARB(0);CHECKGLERROR
2011 extern rtexture_t *r_shadow_attenuationgradienttexture;
2012 extern rtexture_t *r_shadow_attenuation2dtexture;
2013 extern rtexture_t *r_shadow_attenuation3dtexture;
2014 extern qboolean r_shadow_usingshadowmaprect;
2015 extern qboolean r_shadow_usingshadowmapcube;
2016 extern qboolean r_shadow_usingshadowmap2d;
2017 extern float r_shadow_shadowmap_texturescale[2];
2018 extern float r_shadow_shadowmap_parameters[4];
2019 extern qboolean r_shadow_shadowmapvsdct;
2020 extern qboolean r_shadow_shadowmapsampler;
2021 extern int r_shadow_shadowmappcf;
2022 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2024 // select a permutation of the lighting shader appropriate to this
2025 // combination of texture, entity, light source, and fogging, only use the
2026 // minimum features necessary to avoid wasting rendering time in the
2027 // fragment shader on features that are not being used
2028 unsigned int permutation = 0;
2029 unsigned int mode = 0;
2030 // TODO: implement geometry-shader based shadow volumes someday
2031 if (r_glsl_offsetmapping.integer)
2033 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2034 if (r_glsl_offsetmapping_reliefmapping.integer)
2035 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2037 if (rsurfacepass == RSURFPASS_BACKGROUND)
2039 // distorted background
2040 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2041 mode = SHADERMODE_WATER;
2043 mode = SHADERMODE_REFRACTION;
2045 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2048 mode = SHADERMODE_LIGHTSOURCE;
2049 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2050 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2051 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2052 permutation |= SHADERPERMUTATION_CUBEFILTER;
2053 if (diffusescale > 0)
2054 permutation |= SHADERPERMUTATION_DIFFUSE;
2055 if (specularscale > 0)
2056 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2057 if (r_refdef.fogenabled)
2058 permutation |= SHADERPERMUTATION_FOG;
2059 if (rsurface.texture->colormapping)
2060 permutation |= SHADERPERMUTATION_COLORMAPPING;
2061 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2063 if (r_shadow_usingshadowmaprect)
2064 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2065 if (r_shadow_usingshadowmap2d)
2066 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2067 if (r_shadow_usingshadowmapcube)
2068 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2069 else if(r_shadow_shadowmapvsdct)
2070 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2072 if (r_shadow_shadowmapsampler)
2073 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2074 if (r_shadow_shadowmappcf > 1)
2075 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2076 else if (r_shadow_shadowmappcf)
2077 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2080 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2082 // unshaded geometry (fullbright or ambient model lighting)
2083 mode = SHADERMODE_FLATCOLOR;
2084 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2085 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2086 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2087 permutation |= SHADERPERMUTATION_GLOW;
2088 if (r_refdef.fogenabled)
2089 permutation |= SHADERPERMUTATION_FOG;
2090 if (rsurface.texture->colormapping)
2091 permutation |= SHADERPERMUTATION_COLORMAPPING;
2092 if (r_glsl_offsetmapping.integer)
2094 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2095 if (r_glsl_offsetmapping_reliefmapping.integer)
2096 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2098 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2099 permutation |= SHADERPERMUTATION_REFLECTION;
2101 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2103 // directional model lighting
2104 mode = SHADERMODE_LIGHTDIRECTION;
2105 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2106 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2107 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2108 permutation |= SHADERPERMUTATION_GLOW;
2109 permutation |= SHADERPERMUTATION_DIFFUSE;
2110 if (specularscale > 0)
2111 permutation |= SHADERPERMUTATION_SPECULAR;
2112 if (r_refdef.fogenabled)
2113 permutation |= SHADERPERMUTATION_FOG;
2114 if (rsurface.texture->colormapping)
2115 permutation |= SHADERPERMUTATION_COLORMAPPING;
2116 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2117 permutation |= SHADERPERMUTATION_REFLECTION;
2119 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2121 // ambient model lighting
2122 mode = SHADERMODE_LIGHTDIRECTION;
2123 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2124 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2125 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2126 permutation |= SHADERPERMUTATION_GLOW;
2127 if (r_refdef.fogenabled)
2128 permutation |= SHADERPERMUTATION_FOG;
2129 if (rsurface.texture->colormapping)
2130 permutation |= SHADERPERMUTATION_COLORMAPPING;
2131 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2132 permutation |= SHADERPERMUTATION_REFLECTION;
2137 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2139 // deluxemapping (light direction texture)
2140 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2141 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2143 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2144 permutation |= SHADERPERMUTATION_DIFFUSE;
2145 if (specularscale > 0)
2146 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2148 else if (r_glsl_deluxemapping.integer >= 2)
2150 // fake deluxemapping (uniform light direction in tangentspace)
2151 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2152 permutation |= SHADERPERMUTATION_DIFFUSE;
2153 if (specularscale > 0)
2154 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2156 else if (rsurface.uselightmaptexture)
2158 // ordinary lightmapping (q1bsp, q3bsp)
2159 mode = SHADERMODE_LIGHTMAP;
2163 // ordinary vertex coloring (q3bsp)
2164 mode = SHADERMODE_VERTEXCOLOR;
2166 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2167 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2168 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2169 permutation |= SHADERPERMUTATION_GLOW;
2170 if (r_refdef.fogenabled)
2171 permutation |= SHADERPERMUTATION_FOG;
2172 if (rsurface.texture->colormapping)
2173 permutation |= SHADERPERMUTATION_COLORMAPPING;
2174 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2175 permutation |= SHADERPERMUTATION_REFLECTION;
2177 if(permutation & SHADERPERMUTATION_SPECULAR)
2178 if(r_shadow_glossexact.integer)
2179 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2180 R_SetupShader_SetPermutation(mode, permutation);
2181 if (mode == SHADERMODE_LIGHTSOURCE)
2183 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2184 if (permutation & SHADERPERMUTATION_DIFFUSE)
2186 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2187 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2188 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2189 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2193 // ambient only is simpler
2194 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2195 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2196 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2197 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2199 // additive passes are only darkened by fog, not tinted
2200 if (r_glsl_permutation->loc_FogColor >= 0)
2201 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2202 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2203 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2207 if (mode == SHADERMODE_LIGHTDIRECTION)
2209 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
2210 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
2211 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2212 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2216 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2217 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2218 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2220 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2221 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2222 // additive passes are only darkened by fog, not tinted
2223 if (r_glsl_permutation->loc_FogColor >= 0)
2225 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2226 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2228 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2230 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2231 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2232 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2233 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2234 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2235 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2236 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2238 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2239 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2240 if (r_glsl_permutation->loc_Color_Pants >= 0)
2242 if (rsurface.texture->currentskinframe->pants)
2243 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2245 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2247 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2249 if (rsurface.texture->currentskinframe->shirt)
2250 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2252 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2254 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2255 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2257 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2261 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2263 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2267 #define SKINFRAME_HASH 1024
2271 int loadsequence; // incremented each level change
2272 memexpandablearray_t array;
2273 skinframe_t *hash[SKINFRAME_HASH];
2276 r_skinframe_t r_skinframe;
2278 void R_SkinFrame_PrepareForPurge(void)
2280 r_skinframe.loadsequence++;
2281 // wrap it without hitting zero
2282 if (r_skinframe.loadsequence >= 200)
2283 r_skinframe.loadsequence = 1;
2286 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2290 // mark the skinframe as used for the purging code
2291 skinframe->loadsequence = r_skinframe.loadsequence;
2294 void R_SkinFrame_Purge(void)
2298 for (i = 0;i < SKINFRAME_HASH;i++)
2300 for (s = r_skinframe.hash[i];s;s = s->next)
2302 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2304 if (s->merged == s->base)
2306 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2307 R_PurgeTexture(s->stain );s->stain = NULL;
2308 R_PurgeTexture(s->merged);s->merged = NULL;
2309 R_PurgeTexture(s->base );s->base = NULL;
2310 R_PurgeTexture(s->pants );s->pants = NULL;
2311 R_PurgeTexture(s->shirt );s->shirt = NULL;
2312 R_PurgeTexture(s->nmap );s->nmap = NULL;
2313 R_PurgeTexture(s->gloss );s->gloss = NULL;
2314 R_PurgeTexture(s->glow );s->glow = NULL;
2315 R_PurgeTexture(s->fog );s->fog = NULL;
2316 s->loadsequence = 0;
2322 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2324 char basename[MAX_QPATH];
2326 Image_StripImageExtension(name, basename, sizeof(basename));
2328 if( last == NULL ) {
2330 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2331 item = r_skinframe.hash[hashindex];
2336 // linearly search through the hash bucket
2337 for( ; item ; item = item->next ) {
2338 if( !strcmp( item->basename, basename ) ) {
2345 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2349 char basename[MAX_QPATH];
2351 Image_StripImageExtension(name, basename, sizeof(basename));
2353 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2354 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2355 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2359 rtexture_t *dyntexture;
2360 // check whether its a dynamic texture
2361 dyntexture = CL_GetDynTexture( basename );
2362 if (!add && !dyntexture)
2364 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2365 memset(item, 0, sizeof(*item));
2366 strlcpy(item->basename, basename, sizeof(item->basename));
2367 item->base = dyntexture; // either NULL or dyntexture handle
2368 item->textureflags = textureflags;
2369 item->comparewidth = comparewidth;
2370 item->compareheight = compareheight;
2371 item->comparecrc = comparecrc;
2372 item->next = r_skinframe.hash[hashindex];
2373 r_skinframe.hash[hashindex] = item;
2375 else if( item->base == NULL )
2377 rtexture_t *dyntexture;
2378 // check whether its a dynamic texture
2379 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2380 dyntexture = CL_GetDynTexture( basename );
2381 item->base = dyntexture; // either NULL or dyntexture handle
2384 R_SkinFrame_MarkUsed(item);
2388 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2390 unsigned long long avgcolor[5], wsum; \
2398 for(pix = 0; pix < cnt; ++pix) \
2401 for(comp = 0; comp < 3; ++comp) \
2403 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2406 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2408 for(comp = 0; comp < 3; ++comp) \
2409 avgcolor[comp] += getpixel * w; \
2412 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2413 avgcolor[4] += getpixel; \
2415 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2417 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2418 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2419 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2420 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2423 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2425 // FIXME: it should be possible to disable loading various layers using
2426 // cvars, to prevent wasted loading time and memory usage if the user does
2428 qboolean loadnormalmap = true;
2429 qboolean loadgloss = true;
2430 qboolean loadpantsandshirt = true;
2431 qboolean loadglow = true;
2433 unsigned char *pixels;
2434 unsigned char *bumppixels;
2435 unsigned char *basepixels = NULL;
2436 int basepixels_width;
2437 int basepixels_height;
2438 skinframe_t *skinframe;
2443 if (cls.state == ca_dedicated)
2446 // return an existing skinframe if already loaded
2447 // if loading of the first image fails, don't make a new skinframe as it
2448 // would cause all future lookups of this to be missing
2449 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2450 if (skinframe && skinframe->base)
2453 basepixels = loadimagepixelsbgra(name, complain, true);
2454 if (basepixels == NULL)
2457 if (developer_loading.integer)
2458 Con_Printf("loading skin \"%s\"\n", name);
2460 // we've got some pixels to store, so really allocate this new texture now
2462 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2463 skinframe->stain = NULL;
2464 skinframe->merged = NULL;
2465 skinframe->base = r_texture_notexture;
2466 skinframe->pants = NULL;
2467 skinframe->shirt = NULL;
2468 skinframe->nmap = r_texture_blanknormalmap;
2469 skinframe->gloss = NULL;
2470 skinframe->glow = NULL;
2471 skinframe->fog = NULL;
2473 basepixels_width = image_width;
2474 basepixels_height = image_height;
2475 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2477 if (textureflags & TEXF_ALPHA)
2479 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2480 if (basepixels[j] < 255)
2482 if (j < basepixels_width * basepixels_height * 4)
2484 // has transparent pixels
2487 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2488 for (j = 0;j < image_width * image_height * 4;j += 4)
2493 pixels[j+3] = basepixels[j+3];
2495 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2500 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2501 //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]);
2503 // _norm is the name used by tenebrae and has been adopted as standard
2506 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2508 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2512 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2514 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2515 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2516 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2518 Mem_Free(bumppixels);
2520 else if (r_shadow_bumpscale_basetexture.value > 0)
2522 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2523 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2524 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2528 // _luma is supported for tenebrae compatibility
2529 // (I think it's a very stupid name, but oh well)
2530 // _glow is the preferred name
2531 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2532 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2533 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2534 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2537 Mem_Free(basepixels);
2542 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2544 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
2547 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2552 for (i = 0;i < width*height;i++)
2553 if (((unsigned char *)&palette[in[i]])[3] > 0)
2555 if (i == width*height)
2558 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2561 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2562 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2565 unsigned char *temp1, *temp2;
2566 skinframe_t *skinframe;
2568 if (cls.state == ca_dedicated)
2571 // if already loaded just return it, otherwise make a new skinframe
2572 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2573 if (skinframe && skinframe->base)
2576 skinframe->stain = NULL;
2577 skinframe->merged = NULL;
2578 skinframe->base = r_texture_notexture;
2579 skinframe->pants = NULL;
2580 skinframe->shirt = NULL;
2581 skinframe->nmap = r_texture_blanknormalmap;
2582 skinframe->gloss = NULL;
2583 skinframe->glow = NULL;
2584 skinframe->fog = NULL;
2586 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2590 if (developer_loading.integer)
2591 Con_Printf("loading 32bit skin \"%s\"\n", name);
2593 if (r_shadow_bumpscale_basetexture.value > 0)
2595 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2596 temp2 = temp1 + width * height * 4;
2597 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2598 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2601 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2602 if (textureflags & TEXF_ALPHA)
2604 for (i = 3;i < width * height * 4;i += 4)
2605 if (skindata[i] < 255)
2607 if (i < width * height * 4)
2609 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2610 memcpy(fogpixels, skindata, width * height * 4);
2611 for (i = 0;i < width * height * 4;i += 4)
2612 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2613 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2614 Mem_Free(fogpixels);
2618 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2619 //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]);
2624 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2627 unsigned char *temp1, *temp2;
2628 unsigned int *palette;
2629 skinframe_t *skinframe;
2631 if (cls.state == ca_dedicated)
2634 // if already loaded just return it, otherwise make a new skinframe
2635 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2636 if (skinframe && skinframe->base)
2639 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2641 skinframe->stain = NULL;
2642 skinframe->merged = NULL;
2643 skinframe->base = r_texture_notexture;
2644 skinframe->pants = NULL;
2645 skinframe->shirt = NULL;
2646 skinframe->nmap = r_texture_blanknormalmap;
2647 skinframe->gloss = NULL;
2648 skinframe->glow = NULL;
2649 skinframe->fog = NULL;
2651 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2655 if (developer_loading.integer)
2656 Con_Printf("loading quake skin \"%s\"\n", name);
2658 if (r_shadow_bumpscale_basetexture.value > 0)
2660 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2661 temp2 = temp1 + width * height * 4;
2662 // use either a custom palette or the quake palette
2663 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2664 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2665 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2668 // use either a custom palette, or the quake palette
2669 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2670 if (loadglowtexture)
2671 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2672 if (loadpantsandshirt)
2674 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2675 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2677 if (skinframe->pants || skinframe->shirt)
2678 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2679 if (textureflags & TEXF_ALPHA)
2681 for (i = 0;i < width * height;i++)
2682 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2684 if (i < width * height)
2685 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2688 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2689 //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]);
2694 skinframe_t *R_SkinFrame_LoadMissing(void)
2696 skinframe_t *skinframe;
2698 if (cls.state == ca_dedicated)
2701 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2702 skinframe->stain = NULL;
2703 skinframe->merged = NULL;
2704 skinframe->base = r_texture_notexture;
2705 skinframe->pants = NULL;
2706 skinframe->shirt = NULL;
2707 skinframe->nmap = r_texture_blanknormalmap;
2708 skinframe->gloss = NULL;
2709 skinframe->glow = NULL;
2710 skinframe->fog = NULL;
2712 skinframe->avgcolor[0] = rand() / RAND_MAX;
2713 skinframe->avgcolor[1] = rand() / RAND_MAX;
2714 skinframe->avgcolor[2] = rand() / RAND_MAX;
2715 skinframe->avgcolor[3] = 1;
2720 void gl_main_start(void)
2724 memset(r_queries, 0, sizeof(r_queries));
2726 r_qwskincache = NULL;
2727 r_qwskincache_size = 0;
2729 // set up r_skinframe loading system for textures
2730 memset(&r_skinframe, 0, sizeof(r_skinframe));
2731 r_skinframe.loadsequence = 1;
2732 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2734 r_main_texturepool = R_AllocTexturePool();
2735 R_BuildBlankTextures();
2737 if (gl_texturecubemap)
2740 R_BuildNormalizationCube();
2742 r_texture_fogattenuation = NULL;
2743 r_texture_gammaramps = NULL;
2744 //r_texture_fogintensity = NULL;
2745 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2746 memset(&r_waterstate, 0, sizeof(r_waterstate));
2747 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2748 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2749 memset(&r_svbsp, 0, sizeof (r_svbsp));
2751 r_refdef.fogmasktable_density = 0;
2754 extern rtexture_t *loadingscreentexture;
2755 void gl_main_shutdown(void)
2758 qglDeleteQueriesARB(r_maxqueries, r_queries);
2762 memset(r_queries, 0, sizeof(r_queries));
2764 r_qwskincache = NULL;
2765 r_qwskincache_size = 0;
2767 // clear out the r_skinframe state
2768 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2769 memset(&r_skinframe, 0, sizeof(r_skinframe));
2772 Mem_Free(r_svbsp.nodes);
2773 memset(&r_svbsp, 0, sizeof (r_svbsp));
2774 R_FreeTexturePool(&r_main_texturepool);
2775 loadingscreentexture = NULL;
2776 r_texture_blanknormalmap = NULL;
2777 r_texture_white = NULL;
2778 r_texture_grey128 = NULL;
2779 r_texture_black = NULL;
2780 r_texture_whitecube = NULL;
2781 r_texture_normalizationcube = NULL;
2782 r_texture_fogattenuation = NULL;
2783 r_texture_gammaramps = NULL;
2784 //r_texture_fogintensity = NULL;
2785 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2786 memset(&r_waterstate, 0, sizeof(r_waterstate));
2790 extern void CL_ParseEntityLump(char *entitystring);
2791 void gl_main_newmap(void)
2793 // FIXME: move this code to client
2795 char *entities, entname[MAX_QPATH];
2797 Mem_Free(r_qwskincache);
2798 r_qwskincache = NULL;
2799 r_qwskincache_size = 0;
2802 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2803 l = (int)strlen(entname) - 4;
2804 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2806 memcpy(entname + l, ".ent", 5);
2807 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2809 CL_ParseEntityLump(entities);
2814 if (cl.worldmodel->brush.entities)
2815 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2819 void GL_Main_Init(void)
2821 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2823 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2824 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2825 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2826 if (gamemode == GAME_NEHAHRA)
2828 Cvar_RegisterVariable (&gl_fogenable);
2829 Cvar_RegisterVariable (&gl_fogdensity);
2830 Cvar_RegisterVariable (&gl_fogred);
2831 Cvar_RegisterVariable (&gl_foggreen);
2832 Cvar_RegisterVariable (&gl_fogblue);
2833 Cvar_RegisterVariable (&gl_fogstart);
2834 Cvar_RegisterVariable (&gl_fogend);
2835 Cvar_RegisterVariable (&gl_skyclip);
2837 Cvar_RegisterVariable(&r_motionblur);
2838 Cvar_RegisterVariable(&r_motionblur_maxblur);
2839 Cvar_RegisterVariable(&r_motionblur_bmin);
2840 Cvar_RegisterVariable(&r_motionblur_vmin);
2841 Cvar_RegisterVariable(&r_motionblur_vmax);
2842 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2843 Cvar_RegisterVariable(&r_motionblur_randomize);
2844 Cvar_RegisterVariable(&r_damageblur);
2845 Cvar_RegisterVariable(&r_animcache);
2846 Cvar_RegisterVariable(&r_depthfirst);
2847 Cvar_RegisterVariable(&r_useinfinitefarclip);
2848 Cvar_RegisterVariable(&r_nearclip);
2849 Cvar_RegisterVariable(&r_showbboxes);
2850 Cvar_RegisterVariable(&r_showsurfaces);
2851 Cvar_RegisterVariable(&r_showtris);
2852 Cvar_RegisterVariable(&r_shownormals);
2853 Cvar_RegisterVariable(&r_showlighting);
2854 Cvar_RegisterVariable(&r_showshadowvolumes);
2855 Cvar_RegisterVariable(&r_showcollisionbrushes);
2856 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2857 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2858 Cvar_RegisterVariable(&r_showdisabledepthtest);
2859 Cvar_RegisterVariable(&r_drawportals);
2860 Cvar_RegisterVariable(&r_drawentities);
2861 Cvar_RegisterVariable(&r_cullentities_trace);
2862 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2863 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2864 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2865 Cvar_RegisterVariable(&r_drawviewmodel);
2866 Cvar_RegisterVariable(&r_speeds);
2867 Cvar_RegisterVariable(&r_fullbrights);
2868 Cvar_RegisterVariable(&r_wateralpha);
2869 Cvar_RegisterVariable(&r_dynamic);
2870 Cvar_RegisterVariable(&r_fullbright);
2871 Cvar_RegisterVariable(&r_shadows);
2872 Cvar_RegisterVariable(&r_shadows_darken);
2873 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2874 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2875 Cvar_RegisterVariable(&r_shadows_throwdistance);
2876 Cvar_RegisterVariable(&r_shadows_throwdirection);
2877 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2878 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2879 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2880 Cvar_RegisterVariable(&r_fog_exp2);
2881 Cvar_RegisterVariable(&r_drawfog);
2882 Cvar_RegisterVariable(&r_textureunits);
2883 Cvar_RegisterVariable(&r_glsl);
2884 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2885 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2886 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2887 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2888 Cvar_RegisterVariable(&r_glsl_postprocess);
2889 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2890 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2891 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2892 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2893 Cvar_RegisterVariable(&r_glsl_usegeneric);
2894 Cvar_RegisterVariable(&r_water);
2895 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2896 Cvar_RegisterVariable(&r_water_clippingplanebias);
2897 Cvar_RegisterVariable(&r_water_refractdistort);
2898 Cvar_RegisterVariable(&r_water_reflectdistort);
2899 Cvar_RegisterVariable(&r_lerpsprites);
2900 Cvar_RegisterVariable(&r_lerpmodels);
2901 Cvar_RegisterVariable(&r_lerplightstyles);
2902 Cvar_RegisterVariable(&r_waterscroll);
2903 Cvar_RegisterVariable(&r_bloom);
2904 Cvar_RegisterVariable(&r_bloom_colorscale);
2905 Cvar_RegisterVariable(&r_bloom_brighten);
2906 Cvar_RegisterVariable(&r_bloom_blur);
2907 Cvar_RegisterVariable(&r_bloom_resolution);
2908 Cvar_RegisterVariable(&r_bloom_colorexponent);
2909 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2910 Cvar_RegisterVariable(&r_hdr);
2911 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2912 Cvar_RegisterVariable(&r_hdr_glowintensity);
2913 Cvar_RegisterVariable(&r_hdr_range);
2914 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2915 Cvar_RegisterVariable(&developer_texturelogging);
2916 Cvar_RegisterVariable(&gl_lightmaps);
2917 Cvar_RegisterVariable(&r_test);
2918 Cvar_RegisterVariable(&r_batchmode);
2919 Cvar_RegisterVariable(&r_glsl_saturation);
2920 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2921 Cvar_SetValue("r_fullbrights", 0);
2922 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2924 Cvar_RegisterVariable(&r_track_sprites);
2925 Cvar_RegisterVariable(&r_track_sprites_flags);
2926 Cvar_RegisterVariable(&r_track_sprites_scalew);
2927 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2930 extern void R_Textures_Init(void);
2931 extern void GL_Draw_Init(void);
2932 extern void GL_Main_Init(void);
2933 extern void R_Shadow_Init(void);
2934 extern void R_Sky_Init(void);
2935 extern void GL_Surf_Init(void);
2936 extern void R_Particles_Init(void);
2937 extern void R_Explosion_Init(void);
2938 extern void gl_backend_init(void);
2939 extern void Sbar_Init(void);
2940 extern void R_LightningBeams_Init(void);
2941 extern void Mod_RenderInit(void);
2943 void Render_Init(void)
2955 R_LightningBeams_Init();
2964 extern char *ENGINE_EXTENSIONS;
2967 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2968 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2969 gl_version = (const char *)qglGetString(GL_VERSION);
2970 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2974 if (!gl_platformextensions)
2975 gl_platformextensions = "";
2977 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2978 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2979 Con_Printf("GL_VERSION: %s\n", gl_version);
2980 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2981 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2983 VID_CheckExtensions();
2985 // LordHavoc: report supported extensions
2986 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2988 // clear to black (loading plaque will be seen over this)
2990 qglClearColor(0,0,0,1);CHECKGLERROR
2991 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2994 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2998 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3000 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3003 p = r_refdef.view.frustum + i;
3008 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3012 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3016 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3020 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3024 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3028 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3032 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3036 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3044 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3048 for (i = 0;i < numplanes;i++)
3055 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3059 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3063 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3067 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3071 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3075 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3079 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3083 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3091 //==================================================================================
3093 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3096 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3097 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3098 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3101 typedef struct r_animcache_entity_s
3108 qboolean wantnormals;
3109 qboolean wanttangents;
3111 r_animcache_entity_t;
3113 typedef struct r_animcache_s
3115 r_animcache_entity_t entity[MAX_EDICTS*2];
3121 static r_animcache_t r_animcachestate;
3123 void R_AnimCache_Free(void)
3126 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3128 r_animcachestate.entity[idx].maxvertices = 0;
3129 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3130 r_animcachestate.entity[idx].vertex3f = NULL;
3131 r_animcachestate.entity[idx].normal3f = NULL;
3132 r_animcachestate.entity[idx].svector3f = NULL;
3133 r_animcachestate.entity[idx].tvector3f = NULL;
3135 r_animcachestate.currentindex = 0;
3136 r_animcachestate.maxindex = 0;
3139 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3143 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3145 if (cache->maxvertices >= numvertices)
3148 // Release existing memory
3149 if (cache->vertex3f)
3150 Mem_Free(cache->vertex3f);
3152 // Pad by 1024 verts
3153 cache->maxvertices = (numvertices + 1023) & ~1023;
3154 arraySize = cache->maxvertices * 3;
3156 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3157 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3158 r_animcachestate.entity[cacheIdx].vertex3f = base;
3159 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3160 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3161 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3163 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3166 void R_AnimCache_NewFrame(void)
3170 if (r_animcache.integer && r_drawentities.integer)
3171 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3172 else if (r_animcachestate.maxindex)
3175 r_animcachestate.currentindex = 0;
3177 for (i = 0;i < r_refdef.scene.numentities;i++)
3178 r_refdef.scene.entities[i]->animcacheindex = -1;
3181 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3183 dp_model_t *model = ent->model;
3184 r_animcache_entity_t *c;
3185 // see if it's already cached this frame
3186 if (ent->animcacheindex >= 0)
3188 // add normals/tangents if needed
3189 c = r_animcachestate.entity + ent->animcacheindex;
3191 wantnormals = false;
3192 if (c->wanttangents)
3193 wanttangents = false;
3194 if (wantnormals || wanttangents)
3195 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3199 // see if this ent is worth caching
3200 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3202 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3204 // assign it a cache entry and make sure the arrays are big enough
3205 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3206 ent->animcacheindex = r_animcachestate.currentindex++;
3207 c = r_animcachestate.entity + ent->animcacheindex;
3208 c->wantnormals = wantnormals;
3209 c->wanttangents = wanttangents;
3210 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3215 void R_AnimCache_CacheVisibleEntities(void)
3218 qboolean wantnormals;
3219 qboolean wanttangents;
3221 if (!r_animcachestate.maxindex)
3224 wantnormals = !r_showsurfaces.integer;
3225 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3227 // TODO: thread this?
3229 for (i = 0;i < r_refdef.scene.numentities;i++)
3231 if (!r_refdef.viewcache.entityvisible[i])
3233 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3237 //==================================================================================
3239 static void R_View_UpdateEntityLighting (void)
3242 entity_render_t *ent;
3243 vec3_t tempdiffusenormal;
3245 for (i = 0;i < r_refdef.scene.numentities;i++)
3247 ent = r_refdef.scene.entities[i];
3249 // skip unseen models
3250 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3254 if (ent->model && ent->model->brush.num_leafs)
3256 // TODO: use modellight for r_ambient settings on world?
3257 VectorSet(ent->modellight_ambient, 0, 0, 0);
3258 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3259 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3263 // fetch the lighting from the worldmodel data
3264 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3265 VectorClear(ent->modellight_diffuse);
3266 VectorClear(tempdiffusenormal);
3267 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3270 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3271 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3274 VectorSet(ent->modellight_ambient, 1, 1, 1);
3276 // move the light direction into modelspace coordinates for lighting code
3277 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3278 if(VectorLength2(ent->modellight_lightdir) == 0)
3279 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3280 VectorNormalize(ent->modellight_lightdir);
3284 #define MAX_LINEOFSIGHTTRACES 64
3286 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3289 vec3_t boxmins, boxmaxs;
3292 dp_model_t *model = r_refdef.scene.worldmodel;
3294 if (!model || !model->brush.TraceLineOfSight)
3297 // expand the box a little
3298 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3299 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3300 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3301 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3302 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3303 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3306 VectorCopy(eye, start);
3307 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3308 if (model->brush.TraceLineOfSight(model, start, end))
3311 // try various random positions
3312 for (i = 0;i < numsamples;i++)
3314 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3315 if (model->brush.TraceLineOfSight(model, start, end))
3323 static void R_View_UpdateEntityVisible (void)
3326 entity_render_t *ent;
3328 if (!r_drawentities.integer)
3331 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3332 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3334 // worldmodel can check visibility
3335 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3336 for (i = 0;i < r_refdef.scene.numentities;i++)
3338 ent = r_refdef.scene.entities[i];
3339 if (!(ent->flags & renderimask))
3340 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3341 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3342 r_refdef.viewcache.entityvisible[i] = true;
3344 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3346 for (i = 0;i < r_refdef.scene.numentities;i++)
3348 ent = r_refdef.scene.entities[i];
3349 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
3351 if(R_CanSeeBox(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3352 ent->last_trace_visibility = realtime;
3353 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3354 r_refdef.viewcache.entityvisible[i] = 0;
3361 // no worldmodel or it can't check visibility
3362 for (i = 0;i < r_refdef.scene.numentities;i++)
3364 ent = r_refdef.scene.entities[i];
3365 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3370 /// only used if skyrendermasked, and normally returns false
3371 int R_DrawBrushModelsSky (void)
3374 entity_render_t *ent;
3376 if (!r_drawentities.integer)
3380 for (i = 0;i < r_refdef.scene.numentities;i++)
3382 if (!r_refdef.viewcache.entityvisible[i])
3384 ent = r_refdef.scene.entities[i];
3385 if (!ent->model || !ent->model->DrawSky)
3387 ent->model->DrawSky(ent);
3393 static void R_DrawNoModel(entity_render_t *ent);
3394 static void R_DrawModels(void)
3397 entity_render_t *ent;
3399 if (!r_drawentities.integer)
3402 for (i = 0;i < r_refdef.scene.numentities;i++)
3404 if (!r_refdef.viewcache.entityvisible[i])
3406 ent = r_refdef.scene.entities[i];
3407 r_refdef.stats.entities++;
3408 if (ent->model && ent->model->Draw != NULL)
3409 ent->model->Draw(ent);
3415 static void R_DrawModelsDepth(void)
3418 entity_render_t *ent;
3420 if (!r_drawentities.integer)
3423 for (i = 0;i < r_refdef.scene.numentities;i++)
3425 if (!r_refdef.viewcache.entityvisible[i])
3427 ent = r_refdef.scene.entities[i];
3428 if (ent->model && ent->model->DrawDepth != NULL)
3429 ent->model->DrawDepth(ent);
3433 static void R_DrawModelsDebug(void)
3436 entity_render_t *ent;
3438 if (!r_drawentities.integer)
3441 for (i = 0;i < r_refdef.scene.numentities;i++)
3443 if (!r_refdef.viewcache.entityvisible[i])
3445 ent = r_refdef.scene.entities[i];
3446 if (ent->model && ent->model->DrawDebug != NULL)
3447 ent->model->DrawDebug(ent);
3451 static void R_DrawModelsAddWaterPlanes(void)
3454 entity_render_t *ent;
3456 if (!r_drawentities.integer)
3459 for (i = 0;i < r_refdef.scene.numentities;i++)
3461 if (!r_refdef.viewcache.entityvisible[i])
3463 ent = r_refdef.scene.entities[i];
3464 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3465 ent->model->DrawAddWaterPlanes(ent);
3469 static void R_View_SetFrustum(void)
3472 double slopex, slopey;
3473 vec3_t forward, left, up, origin;
3475 // we can't trust r_refdef.view.forward and friends in reflected scenes
3476 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3479 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3480 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3481 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3482 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3483 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3484 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3485 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3486 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3487 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3488 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3489 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3490 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3494 zNear = r_refdef.nearclip;
3495 nudge = 1.0 - 1.0 / (1<<23);
3496 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3497 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3498 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3499 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3500 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3501 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3502 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3503 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3509 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3510 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3511 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3512 r_refdef.view.frustum[0].dist = m[15] - m[12];
3514 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3515 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3516 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3517 r_refdef.view.frustum[1].dist = m[15] + m[12];
3519 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3520 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3521 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3522 r_refdef.view.frustum[2].dist = m[15] - m[13];
3524 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3525 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3526 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3527 r_refdef.view.frustum[3].dist = m[15] + m[13];
3529 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3530 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3531 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3532 r_refdef.view.frustum[4].dist = m[15] - m[14];
3534 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3535 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3536 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3537 r_refdef.view.frustum[5].dist = m[15] + m[14];
3540 if (r_refdef.view.useperspective)
3542 slopex = 1.0 / r_refdef.view.frustum_x;
3543 slopey = 1.0 / r_refdef.view.frustum_y;
3544 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3545 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3546 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3547 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3548 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3550 // Leaving those out was a mistake, those were in the old code, and they
3551 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3552 // I couldn't reproduce it after adding those normalizations. --blub
3553 VectorNormalize(r_refdef.view.frustum[0].normal);
3554 VectorNormalize(r_refdef.view.frustum[1].normal);
3555 VectorNormalize(r_refdef.view.frustum[2].normal);
3556 VectorNormalize(r_refdef.view.frustum[3].normal);
3558 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3559 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3560 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3561 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3562 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3564 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3565 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3566 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3567 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3568 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3572 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3573 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3574 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3575 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3576 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3577 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3578 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3579 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3580 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3581 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3583 r_refdef.view.numfrustumplanes = 5;
3585 if (r_refdef.view.useclipplane)
3587 r_refdef.view.numfrustumplanes = 6;
3588 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3591 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3592 PlaneClassify(r_refdef.view.frustum + i);
3594 // LordHavoc: note to all quake engine coders, Quake had a special case
3595 // for 90 degrees which assumed a square view (wrong), so I removed it,
3596 // Quake2 has it disabled as well.
3598 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3599 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3600 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3601 //PlaneClassify(&frustum[0]);
3603 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3604 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3605 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3606 //PlaneClassify(&frustum[1]);
3608 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3609 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3610 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3611 //PlaneClassify(&frustum[2]);
3613 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3614 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3615 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3616 //PlaneClassify(&frustum[3]);
3619 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3620 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3621 //PlaneClassify(&frustum[4]);
3624 void R_View_Update(void)
3626 R_View_SetFrustum();
3627 R_View_WorldVisibility(r_refdef.view.useclipplane);
3628 R_View_UpdateEntityVisible();
3629 R_View_UpdateEntityLighting();
3632 void R_SetupView(qboolean allowwaterclippingplane)
3634 const double *customclipplane = NULL;
3636 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3638 // LordHavoc: couldn't figure out how to make this approach the
3639 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3640 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3641 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3642 dist = r_refdef.view.clipplane.dist;
3643 plane[0] = r_refdef.view.clipplane.normal[0];
3644 plane[1] = r_refdef.view.clipplane.normal[1];
3645 plane[2] = r_refdef.view.clipplane.normal[2];
3647 customclipplane = plane;
3650 if (!r_refdef.view.useperspective)
3651 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3652 else if (gl_stencil && r_useinfinitefarclip.integer)
3653 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3655 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3656 R_SetViewport(&r_refdef.view.viewport);
3659 void R_ResetViewRendering2D(void)
3661 r_viewport_t viewport;
3664 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3665 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3666 R_SetViewport(&viewport);
3667 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3668 GL_Color(1, 1, 1, 1);
3669 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3670 GL_BlendFunc(GL_ONE, GL_ZERO);
3671 GL_AlphaTest(false);
3672 GL_ScissorTest(false);
3673 GL_DepthMask(false);
3674 GL_DepthRange(0, 1);
3675 GL_DepthTest(false);
3676 R_Mesh_Matrix(&identitymatrix);
3677 R_Mesh_ResetTextureState();
3678 GL_PolygonOffset(0, 0);
3679 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3680 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3681 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3682 qglStencilMask(~0);CHECKGLERROR
3683 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3684 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3685 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3686 R_SetupGenericShader(true);
3689 void R_ResetViewRendering3D(void)
3694 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3695 GL_Color(1, 1, 1, 1);
3696 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3697 GL_BlendFunc(GL_ONE, GL_ZERO);
3698 GL_AlphaTest(false);
3699 GL_ScissorTest(true);
3701 GL_DepthRange(0, 1);
3703 R_Mesh_Matrix(&identitymatrix);
3704 R_Mesh_ResetTextureState();
3705 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3706 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3707 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3708 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3709 qglStencilMask(~0);CHECKGLERROR
3710 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3711 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3712 GL_CullFace(r_refdef.view.cullface_back);
3713 R_SetupGenericShader(true);
3716 void R_RenderScene(void);
3717 void R_RenderWaterPlanes(void);
3719 static void R_Water_StartFrame(void)
3722 int waterwidth, waterheight, texturewidth, textureheight;
3723 r_waterstate_waterplane_t *p;
3725 // set waterwidth and waterheight to the water resolution that will be
3726 // used (often less than the screen resolution for faster rendering)
3727 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3728 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3730 // calculate desired texture sizes
3731 // can't use water if the card does not support the texture size
3732 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3733 texturewidth = textureheight = waterwidth = waterheight = 0;
3734 else if (gl_support_arb_texture_non_power_of_two)
3736 texturewidth = waterwidth;
3737 textureheight = waterheight;
3741 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3742 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3745 // allocate textures as needed
3746 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3748 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3749 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3751 if (p->texture_refraction)
3752 R_FreeTexture(p->texture_refraction);
3753 p->texture_refraction = NULL;
3754 if (p->texture_reflection)
3755 R_FreeTexture(p->texture_reflection);
3756 p->texture_reflection = NULL;
3758 memset(&r_waterstate, 0, sizeof(r_waterstate));
3759 r_waterstate.texturewidth = texturewidth;
3760 r_waterstate.textureheight = textureheight;
3763 if (r_waterstate.texturewidth)
3765 r_waterstate.enabled = true;
3767 // when doing a reduced render (HDR) we want to use a smaller area
3768 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3769 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3771 // set up variables that will be used in shader setup
3772 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3773 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3774 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3775 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3778 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3779 r_waterstate.numwaterplanes = 0;
3782 void R_Water_AddWaterPlane(msurface_t *surface)
3784 int triangleindex, planeindex;
3790 r_waterstate_waterplane_t *p;
3791 texture_t *t = R_GetCurrentTexture(surface->texture);
3792 // just use the first triangle with a valid normal for any decisions
3793 VectorClear(normal);
3794 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3796 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3797 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3798 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3799 TriangleNormal(vert[0], vert[1], vert[2], normal);
3800 if (VectorLength2(normal) >= 0.001)
3804 VectorCopy(normal, plane.normal);
3805 VectorNormalize(plane.normal);
3806 plane.dist = DotProduct(vert[0], plane.normal);
3807 PlaneClassify(&plane);
3808 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3810 // skip backfaces (except if nocullface is set)
3811 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3813 VectorNegate(plane.normal, plane.normal);
3815 PlaneClassify(&plane);
3819 // find a matching plane if there is one
3820 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3821 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3823 if (planeindex >= r_waterstate.maxwaterplanes)
3824 return; // nothing we can do, out of planes
3826 // if this triangle does not fit any known plane rendered this frame, add one
3827 if (planeindex >= r_waterstate.numwaterplanes)
3829 // store the new plane
3830 r_waterstate.numwaterplanes++;
3832 // clear materialflags and pvs
3833 p->materialflags = 0;
3834 p->pvsvalid = false;
3836 // merge this surface's materialflags into the waterplane
3837 p->materialflags |= t->currentmaterialflags;
3838 // merge this surface's PVS into the waterplane
3839 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3840 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3841 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3843 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3848 static void R_Water_ProcessPlanes(void)
3850 r_refdef_view_t originalview;
3851 r_refdef_view_t myview;
3853 r_waterstate_waterplane_t *p;
3855 originalview = r_refdef.view;
3857 // make sure enough textures are allocated
3858 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3860 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3862 if (!p->texture_refraction)
3863 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3864 if (!p->texture_refraction)
3868 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3870 if (!p->texture_reflection)
3871 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3872 if (!p->texture_reflection)
3878 r_refdef.view = originalview;
3879 r_refdef.view.showdebug = false;
3880 r_refdef.view.width = r_waterstate.waterwidth;
3881 r_refdef.view.height = r_waterstate.waterheight;
3882 r_refdef.view.useclipplane = true;
3883 myview = r_refdef.view;
3884 r_waterstate.renderingscene = true;
3885 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3887 // render the normal view scene and copy into texture
3888 // (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)
3889 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3891 r_refdef.view = myview;
3892 r_refdef.view.clipplane = p->plane;
3893 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3894 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3895 PlaneClassify(&r_refdef.view.clipplane);
3897 R_ResetViewRendering3D();
3898 R_ClearScreen(r_refdef.fogenabled);
3902 // copy view into the screen texture
3903 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3904 GL_ActiveTexture(0);
3906 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3909 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3911 r_refdef.view = myview;
3912 // render reflected scene and copy into texture
3913 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3914 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3915 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3916 r_refdef.view.clipplane = p->plane;
3917 // reverse the cullface settings for this render
3918 r_refdef.view.cullface_front = GL_FRONT;
3919 r_refdef.view.cullface_back = GL_BACK;
3920 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3922 r_refdef.view.usecustompvs = true;
3924 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3926 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3929 R_ResetViewRendering3D();
3930 R_ClearScreen(r_refdef.fogenabled);
3934 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3935 GL_ActiveTexture(0);
3937 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3940 r_waterstate.renderingscene = false;
3941 r_refdef.view = originalview;
3942 R_ResetViewRendering3D();
3943 R_ClearScreen(r_refdef.fogenabled);
3947 r_refdef.view = originalview;
3948 r_waterstate.renderingscene = false;
3949 Cvar_SetValueQuick(&r_water, 0);
3950 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3954 void R_Bloom_StartFrame(void)
3956 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3958 // set bloomwidth and bloomheight to the bloom resolution that will be
3959 // used (often less than the screen resolution for faster rendering)
3960 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3961 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3962 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3963 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3964 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3966 // calculate desired texture sizes
3967 if (gl_support_arb_texture_non_power_of_two)
3969 screentexturewidth = r_refdef.view.width;
3970 screentextureheight = r_refdef.view.height;
3971 bloomtexturewidth = r_bloomstate.bloomwidth;
3972 bloomtextureheight = r_bloomstate.bloomheight;
3976 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3977 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3978 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3979 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3982 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3984 Cvar_SetValueQuick(&r_hdr, 0);
3985 Cvar_SetValueQuick(&r_bloom, 0);
3986 Cvar_SetValueQuick(&r_motionblur, 0);
3987 Cvar_SetValueQuick(&r_damageblur, 0);
3990 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3991 screentexturewidth = screentextureheight = 0;
3992 if (!r_hdr.integer && !r_bloom.integer)
3993 bloomtexturewidth = bloomtextureheight = 0;
3995 // allocate textures as needed
3996 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3998 if (r_bloomstate.texture_screen)
3999 R_FreeTexture(r_bloomstate.texture_screen);
4000 r_bloomstate.texture_screen = NULL;
4001 r_bloomstate.screentexturewidth = screentexturewidth;
4002 r_bloomstate.screentextureheight = screentextureheight;
4003 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4004 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4006 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4008 if (r_bloomstate.texture_bloom)
4009 R_FreeTexture(r_bloomstate.texture_bloom);
4010 r_bloomstate.texture_bloom = NULL;
4011 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4012 r_bloomstate.bloomtextureheight = bloomtextureheight;
4013 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4014 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4017 // when doing a reduced render (HDR) we want to use a smaller area
4018 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4019 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4020 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4021 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4022 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4024 // set up a texcoord array for the full resolution screen image
4025 // (we have to keep this around to copy back during final render)
4026 r_bloomstate.screentexcoord2f[0] = 0;
4027 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4028 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4029 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4030 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4031 r_bloomstate.screentexcoord2f[5] = 0;
4032 r_bloomstate.screentexcoord2f[6] = 0;
4033 r_bloomstate.screentexcoord2f[7] = 0;
4035 // set up a texcoord array for the reduced resolution bloom image
4036 // (which will be additive blended over the screen image)
4037 r_bloomstate.bloomtexcoord2f[0] = 0;
4038 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4039 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4040 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4041 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4042 r_bloomstate.bloomtexcoord2f[5] = 0;
4043 r_bloomstate.bloomtexcoord2f[6] = 0;
4044 r_bloomstate.bloomtexcoord2f[7] = 0;
4046 if (r_hdr.integer || r_bloom.integer)
4048 r_bloomstate.enabled = true;
4049 r_bloomstate.hdr = r_hdr.integer != 0;
4052 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4055 void R_Bloom_CopyBloomTexture(float colorscale)
4057 r_refdef.stats.bloom++;
4059 // scale down screen texture to the bloom texture size
4061 R_SetViewport(&r_bloomstate.viewport);
4062 GL_BlendFunc(GL_ONE, GL_ZERO);
4063 GL_Color(colorscale, colorscale, colorscale, 1);
4064 // TODO: optimize with multitexture or GLSL
4065 R_SetupGenericShader(true);
4066 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4067 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4068 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4069 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4071 // we now have a bloom image in the framebuffer
4072 // copy it into the bloom image texture for later processing
4073 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4074 GL_ActiveTexture(0);
4076 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4077 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4080 void R_Bloom_CopyHDRTexture(void)
4082 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4083 GL_ActiveTexture(0);
4085 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4086 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4089 void R_Bloom_MakeTexture(void)
4092 float xoffset, yoffset, r, brighten;
4094 r_refdef.stats.bloom++;
4096 R_ResetViewRendering2D();
4097 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4098 R_Mesh_ColorPointer(NULL, 0, 0);
4099 R_SetupGenericShader(true);
4101 // we have a bloom image in the framebuffer
4103 R_SetViewport(&r_bloomstate.viewport);
4105 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4108 r = bound(0, r_bloom_colorexponent.value / x, 1);
4109 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4110 GL_Color(r, r, r, 1);
4111 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4112 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4113 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4114 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4116 // copy the vertically blurred bloom view to a texture
4117 GL_ActiveTexture(0);
4119 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4120 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4123 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4124 brighten = r_bloom_brighten.value;
4126 brighten *= r_hdr_range.value;
4127 brighten = sqrt(brighten);
4129 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4130 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4131 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4133 for (dir = 0;dir < 2;dir++)
4135 // blend on at multiple vertical offsets to achieve a vertical blur
4136 // TODO: do offset blends using GLSL
4137 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4138 GL_BlendFunc(GL_ONE, GL_ZERO);
4139 for (x = -range;x <= range;x++)
4141 if (!dir){xoffset = 0;yoffset = x;}
4142 else {xoffset = x;yoffset = 0;}
4143 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4144 yoffset /= (float)r_bloomstate.bloomtextureheight;
4145 // compute a texcoord array with the specified x and y offset
4146 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4147 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4148 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4149 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4150 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4151 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4152 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4153 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4154 // this r value looks like a 'dot' particle, fading sharply to
4155 // black at the edges
4156 // (probably not realistic but looks good enough)
4157 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4158 //r = brighten/(range*2+1);
4159 r = brighten / (range * 2 + 1);
4161 r *= (1 - x*x/(float)(range*range));
4162 GL_Color(r, r, r, 1);
4163 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4164 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4165 GL_BlendFunc(GL_ONE, GL_ONE);
4168 // copy the vertically blurred bloom view to a texture
4169 GL_ActiveTexture(0);
4171 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4172 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4175 // apply subtract last
4176 // (just like it would be in a GLSL shader)
4177 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4179 GL_BlendFunc(GL_ONE, GL_ZERO);
4180 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4181 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4182 GL_Color(1, 1, 1, 1);
4183 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4184 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4186 GL_BlendFunc(GL_ONE, GL_ONE);
4187 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4188 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4189 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4190 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4191 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4192 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4193 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4195 // copy the darkened bloom view to a texture
4196 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4197 GL_ActiveTexture(0);
4199 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4200 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4204 void R_HDR_RenderBloomTexture(void)
4206 int oldwidth, oldheight;
4207 float oldcolorscale;
4209 oldcolorscale = r_refdef.view.colorscale;
4210 oldwidth = r_refdef.view.width;
4211 oldheight = r_refdef.view.height;
4212 r_refdef.view.width = r_bloomstate.bloomwidth;
4213 r_refdef.view.height = r_bloomstate.bloomheight;
4215 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4216 // TODO: add exposure compensation features
4217 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4219 r_refdef.view.showdebug = false;
4220 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4222 R_ResetViewRendering3D();
4224 R_ClearScreen(r_refdef.fogenabled);
4225 if (r_timereport_active)
4226 R_TimeReport("HDRclear");
4229 if (r_timereport_active)
4230 R_TimeReport("visibility");
4232 // only do secondary renders with HDR if r_hdr is 2 or higher
4233 r_waterstate.numwaterplanes = 0;
4234 if (r_waterstate.enabled && r_hdr.integer >= 2)
4235 R_RenderWaterPlanes();
4237 r_refdef.view.showdebug = true;
4239 r_waterstate.numwaterplanes = 0;
4241 R_ResetViewRendering2D();
4243 R_Bloom_CopyHDRTexture();
4244 R_Bloom_MakeTexture();
4246 // restore the view settings
4247 r_refdef.view.width = oldwidth;
4248 r_refdef.view.height = oldheight;
4249 r_refdef.view.colorscale = oldcolorscale;
4251 R_ResetViewRendering3D();
4253 R_ClearScreen(r_refdef.fogenabled);
4254 if (r_timereport_active)
4255 R_TimeReport("viewclear");
4258 static void R_BlendView(void)
4260 if (r_bloomstate.texture_screen)
4262 // make sure the buffer is available
4263 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4265 R_ResetViewRendering2D();
4266 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4267 R_Mesh_ColorPointer(NULL, 0, 0);
4268 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4269 GL_ActiveTexture(0);CHECKGLERROR
4271 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4273 // declare variables
4275 static float avgspeed;
4277 speed = VectorLength(cl.movement_velocity);
4279 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4280 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4282 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4283 speed = bound(0, speed, 1);
4284 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4286 // calculate values into a standard alpha
4287 cl.motionbluralpha = 1 - exp(-
4289 (r_motionblur.value * speed / 80)
4291 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4294 max(0.0001, cl.time - cl.oldtime) // fps independent
4297 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4298 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4300 if (cl.motionbluralpha > 0)
4302 R_SetupGenericShader(true);
4303 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4304 GL_Color(1, 1, 1, cl.motionbluralpha);
4305 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4306 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4307 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4308 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4312 // copy view into the screen texture
4313 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4314 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4317 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4319 unsigned int permutation =
4320 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4321 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4322 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4323 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4324 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4326 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4328 // render simple bloom effect
4329 // copy the screen and shrink it and darken it for the bloom process
4330 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4331 // make the bloom texture
4332 R_Bloom_MakeTexture();
4335 R_ResetViewRendering2D();
4336 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4337 R_Mesh_ColorPointer(NULL, 0, 0);
4338 GL_Color(1, 1, 1, 1);
4339 GL_BlendFunc(GL_ONE, GL_ZERO);
4340 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4341 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4342 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4343 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4344 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4345 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4346 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4347 if (r_glsl_permutation->loc_TintColor >= 0)
4348 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4349 if (r_glsl_permutation->loc_ClientTime >= 0)
4350 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4351 if (r_glsl_permutation->loc_PixelSize >= 0)
4352 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4353 if (r_glsl_permutation->loc_UserVec1 >= 0)
4355 float a=0, b=0, c=0, d=0;
4356 #if _MSC_VER >= 1400
4357 #define sscanf sscanf_s
4359 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4360 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4362 if (r_glsl_permutation->loc_UserVec2 >= 0)
4364 float a=0, b=0, c=0, d=0;
4365 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4366 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4368 if (r_glsl_permutation->loc_UserVec3 >= 0)
4370 float a=0, b=0, c=0, d=0;
4371 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4372 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4374 if (r_glsl_permutation->loc_UserVec4 >= 0)
4376 float a=0, b=0, c=0, d=0;
4377 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4378 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4380 if (r_glsl_permutation->loc_Saturation >= 0)
4381 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4382 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4383 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4389 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4391 // render high dynamic range bloom effect
4392 // the bloom texture was made earlier this render, so we just need to
4393 // blend it onto the screen...
4394 R_ResetViewRendering2D();
4395 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4396 R_Mesh_ColorPointer(NULL, 0, 0);
4397 R_SetupGenericShader(true);
4398 GL_Color(1, 1, 1, 1);
4399 GL_BlendFunc(GL_ONE, GL_ONE);
4400 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4401 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4402 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4403 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4405 else if (r_bloomstate.texture_bloom)
4407 // render simple bloom effect
4408 // copy the screen and shrink it and darken it for the bloom process
4409 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4410 // make the bloom texture
4411 R_Bloom_MakeTexture();
4412 // put the original screen image back in place and blend the bloom
4414 R_ResetViewRendering2D();
4415 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4416 R_Mesh_ColorPointer(NULL, 0, 0);
4417 GL_Color(1, 1, 1, 1);
4418 GL_BlendFunc(GL_ONE, GL_ZERO);
4419 // do both in one pass if possible
4420 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4421 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4422 if (r_textureunits.integer >= 2 && gl_combine.integer)
4424 R_SetupGenericTwoTextureShader(GL_ADD);
4425 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4426 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4430 R_SetupGenericShader(true);
4431 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4432 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4433 // now blend on the bloom texture
4434 GL_BlendFunc(GL_ONE, GL_ONE);
4435 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4436 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4438 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4439 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4441 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4443 // apply a color tint to the whole view
4444 R_ResetViewRendering2D();
4445 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4446 R_Mesh_ColorPointer(NULL, 0, 0);
4447 R_SetupGenericShader(false);
4448 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4449 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4450 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4454 matrix4x4_t r_waterscrollmatrix;
4456 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4458 if (r_refdef.fog_density)
4460 r_refdef.fogcolor[0] = r_refdef.fog_red;
4461 r_refdef.fogcolor[1] = r_refdef.fog_green;
4462 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4466 VectorCopy(r_refdef.fogcolor, fogvec);
4467 // color.rgb *= ContrastBoost * SceneBrightness;
4468 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4469 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4470 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4471 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4476 void R_UpdateVariables(void)
4480 r_refdef.scene.ambient = r_ambient.value;
4482 r_refdef.farclip = 4096;
4483 if (r_refdef.scene.worldmodel)
4484 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4485 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4487 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4488 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4489 r_refdef.polygonfactor = 0;
4490 r_refdef.polygonoffset = 0;
4491 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4492 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4494 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4495 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4496 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4497 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4498 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4499 if (r_showsurfaces.integer)
4501 r_refdef.scene.rtworld = false;
4502 r_refdef.scene.rtworldshadows = false;
4503 r_refdef.scene.rtdlight = false;
4504 r_refdef.scene.rtdlightshadows = false;
4505 r_refdef.lightmapintensity = 0;
4508 if (gamemode == GAME_NEHAHRA)
4510 if (gl_fogenable.integer)
4512 r_refdef.oldgl_fogenable = true;
4513 r_refdef.fog_density = gl_fogdensity.value;
4514 r_refdef.fog_red = gl_fogred.value;
4515 r_refdef.fog_green = gl_foggreen.value;
4516 r_refdef.fog_blue = gl_fogblue.value;
4517 r_refdef.fog_alpha = 1;
4518 r_refdef.fog_start = 0;
4519 r_refdef.fog_end = gl_skyclip.value;
4521 else if (r_refdef.oldgl_fogenable)
4523 r_refdef.oldgl_fogenable = false;
4524 r_refdef.fog_density = 0;
4525 r_refdef.fog_red = 0;
4526 r_refdef.fog_green = 0;
4527 r_refdef.fog_blue = 0;
4528 r_refdef.fog_alpha = 0;
4529 r_refdef.fog_start = 0;
4530 r_refdef.fog_end = 0;
4534 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4535 r_refdef.fog_start = max(0, r_refdef.fog_start);
4536 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4538 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4540 if (r_refdef.fog_density && r_drawfog.integer)
4542 r_refdef.fogenabled = true;
4543 // this is the point where the fog reaches 0.9986 alpha, which we
4544 // consider a good enough cutoff point for the texture
4545 // (0.9986 * 256 == 255.6)
4546 if (r_fog_exp2.integer)
4547 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4549 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4550 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4551 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4552 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4553 // fog color was already set
4554 // update the fog texture
4555 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)
4556 R_BuildFogTexture();
4559 r_refdef.fogenabled = false;
4561 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4563 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4565 // build GLSL gamma texture
4566 #define RAMPWIDTH 256
4567 unsigned short ramp[RAMPWIDTH * 3];
4568 unsigned char rampbgr[RAMPWIDTH][4];
4571 r_texture_gammaramps_serial = vid_gammatables_serial;
4573 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4574 for(i = 0; i < RAMPWIDTH; ++i)
4576 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4577 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4578 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4581 if (r_texture_gammaramps)
4583 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4587 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4593 // remove GLSL gamma texture
4597 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4598 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4604 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4605 if( scenetype != r_currentscenetype ) {
4606 // store the old scenetype
4607 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4608 r_currentscenetype = scenetype;
4609 // move in the new scene
4610 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4619 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4621 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4622 if( scenetype == r_currentscenetype ) {
4623 return &r_refdef.scene;
4625 return &r_scenes_store[ scenetype ];
4634 void R_RenderView(void)
4636 if (r_timereport_active)
4637 R_TimeReport("start");
4638 r_frame++; // used only by R_GetCurrentTexture
4639 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4641 R_AnimCache_NewFrame();
4643 if (r_refdef.view.isoverlay)
4645 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4646 GL_Clear( GL_DEPTH_BUFFER_BIT );
4647 R_TimeReport("depthclear");
4649 r_refdef.view.showdebug = false;
4651 r_waterstate.enabled = false;
4652 r_waterstate.numwaterplanes = 0;
4660 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4661 return; //Host_Error ("R_RenderView: NULL worldmodel");
4663 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4665 // break apart the view matrix into vectors for various purposes
4666 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4667 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4668 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4669 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4670 // make an inverted copy of the view matrix for tracking sprites
4671 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4673 R_Shadow_UpdateWorldLightSelection();
4675 R_Bloom_StartFrame();
4676 R_Water_StartFrame();
4679 if (r_timereport_active)
4680 R_TimeReport("viewsetup");
4682 R_ResetViewRendering3D();
4684 if (r_refdef.view.clear || r_refdef.fogenabled)
4686 R_ClearScreen(r_refdef.fogenabled);
4687 if (r_timereport_active)
4688 R_TimeReport("viewclear");
4690 r_refdef.view.clear = true;
4692 // this produces a bloom texture to be used in R_BlendView() later
4694 R_HDR_RenderBloomTexture();
4696 r_refdef.view.showdebug = true;
4699 if (r_timereport_active)
4700 R_TimeReport("visibility");
4702 r_waterstate.numwaterplanes = 0;
4703 if (r_waterstate.enabled)
4704 R_RenderWaterPlanes();
4707 r_waterstate.numwaterplanes = 0;
4710 if (r_timereport_active)
4711 R_TimeReport("blendview");
4713 GL_Scissor(0, 0, vid.width, vid.height);
4714 GL_ScissorTest(false);
4718 void R_RenderWaterPlanes(void)
4720 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4722 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4723 if (r_timereport_active)
4724 R_TimeReport("waterworld");
4727 // don't let sound skip if going slow
4728 if (r_refdef.scene.extraupdate)
4731 R_DrawModelsAddWaterPlanes();
4732 if (r_timereport_active)
4733 R_TimeReport("watermodels");
4735 if (r_waterstate.numwaterplanes)
4737 R_Water_ProcessPlanes();
4738 if (r_timereport_active)
4739 R_TimeReport("waterscenes");
4743 extern void R_DrawLightningBeams (void);
4744 extern void VM_CL_AddPolygonsToMeshQueue (void);
4745 extern void R_DrawPortals (void);
4746 extern cvar_t cl_locs_show;
4747 static void R_DrawLocs(void);
4748 static void R_DrawEntityBBoxes(void);
4749 void R_RenderScene(void)
4751 r_refdef.stats.renders++;
4755 // don't let sound skip if going slow
4756 if (r_refdef.scene.extraupdate)
4759 R_MeshQueue_BeginScene();
4763 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);
4765 if (cl.csqc_vidvars.drawworld)
4767 // don't let sound skip if going slow
4768 if (r_refdef.scene.extraupdate)
4771 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4773 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4774 if (r_timereport_active)
4775 R_TimeReport("worldsky");
4778 if (R_DrawBrushModelsSky() && r_timereport_active)
4779 R_TimeReport("bmodelsky");
4782 R_AnimCache_CacheVisibleEntities();
4784 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4786 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4787 if (r_timereport_active)
4788 R_TimeReport("worlddepth");
4790 if (r_depthfirst.integer >= 2)
4792 R_DrawModelsDepth();
4793 if (r_timereport_active)
4794 R_TimeReport("modeldepth");
4797 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4799 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4800 if (r_timereport_active)
4801 R_TimeReport("world");
4804 // don't let sound skip if going slow
4805 if (r_refdef.scene.extraupdate)
4809 if (r_timereport_active)
4810 R_TimeReport("models");
4812 // don't let sound skip if going slow
4813 if (r_refdef.scene.extraupdate)
4816 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4818 R_DrawModelShadows();
4819 R_ResetViewRendering3D();
4820 // don't let sound skip if going slow
4821 if (r_refdef.scene.extraupdate)
4825 R_ShadowVolumeLighting(false);
4826 if (r_timereport_active)
4827 R_TimeReport("rtlights");
4829 // don't let sound skip if going slow
4830 if (r_refdef.scene.extraupdate)
4833 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4835 R_DrawModelShadows();
4836 R_ResetViewRendering3D();
4837 // don't let sound skip if going slow
4838 if (r_refdef.scene.extraupdate)
4842 if (cl.csqc_vidvars.drawworld)
4844 R_DrawLightningBeams();
4845 if (r_timereport_active)
4846 R_TimeReport("lightning");
4849 if (r_timereport_active)
4850 R_TimeReport("decals");
4853 if (r_timereport_active)
4854 R_TimeReport("particles");
4857 if (r_timereport_active)
4858 R_TimeReport("explosions");
4861 R_SetupGenericShader(true);
4862 VM_CL_AddPolygonsToMeshQueue();
4864 if (r_refdef.view.showdebug)
4866 if (cl_locs_show.integer)
4869 if (r_timereport_active)
4870 R_TimeReport("showlocs");
4873 if (r_drawportals.integer)
4876 if (r_timereport_active)
4877 R_TimeReport("portals");
4880 if (r_showbboxes.value > 0)
4882 R_DrawEntityBBoxes();
4883 if (r_timereport_active)
4884 R_TimeReport("bboxes");
4888 R_SetupGenericShader(true);
4889 R_MeshQueue_RenderTransparent();
4890 if (r_timereport_active)
4891 R_TimeReport("drawtrans");
4893 R_SetupGenericShader(true);
4895 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))
4897 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4898 if (r_timereport_active)
4899 R_TimeReport("worlddebug");
4900 R_DrawModelsDebug();
4901 if (r_timereport_active)
4902 R_TimeReport("modeldebug");
4905 R_SetupGenericShader(true);
4907 if (cl.csqc_vidvars.drawworld)
4910 if (r_timereport_active)
4911 R_TimeReport("coronas");
4914 // don't let sound skip if going slow
4915 if (r_refdef.scene.extraupdate)
4918 R_ResetViewRendering2D();
4921 static const unsigned short bboxelements[36] =
4931 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4934 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4935 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4936 GL_DepthMask(false);
4937 GL_DepthRange(0, 1);
4938 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4939 R_Mesh_Matrix(&identitymatrix);
4940 R_Mesh_ResetTextureState();
4942 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4943 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4944 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4945 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4946 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4947 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4948 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4949 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4950 R_FillColors(color4f, 8, cr, cg, cb, ca);
4951 if (r_refdef.fogenabled)
4953 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4955 f1 = FogPoint_World(v);
4957 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4958 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4959 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4962 R_Mesh_VertexPointer(vertex3f, 0, 0);
4963 R_Mesh_ColorPointer(color4f, 0, 0);
4964 R_Mesh_ResetTextureState();
4965 R_SetupGenericShader(false);
4966 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4969 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4973 prvm_edict_t *edict;
4974 prvm_prog_t *prog_save = prog;
4976 // this function draws bounding boxes of server entities
4980 GL_CullFace(GL_NONE);
4981 R_SetupGenericShader(false);
4985 for (i = 0;i < numsurfaces;i++)
4987 edict = PRVM_EDICT_NUM(surfacelist[i]);
4988 switch ((int)edict->fields.server->solid)
4990 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4991 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4992 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4993 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4994 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4995 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4997 color[3] *= r_showbboxes.value;
4998 color[3] = bound(0, color[3], 1);
4999 GL_DepthTest(!r_showdisabledepthtest.integer);
5000 GL_CullFace(r_refdef.view.cullface_front);
5001 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5007 static void R_DrawEntityBBoxes(void)
5010 prvm_edict_t *edict;
5012 prvm_prog_t *prog_save = prog;
5014 // this function draws bounding boxes of server entities
5020 for (i = 0;i < prog->num_edicts;i++)
5022 edict = PRVM_EDICT_NUM(i);
5023 if (edict->priv.server->free)
5025 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5026 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5028 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5030 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5031 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5037 unsigned short nomodelelements[24] =
5049 float nomodelvertex3f[6*3] =
5059 float nomodelcolor4f[6*4] =
5061 0.0f, 0.0f, 0.5f, 1.0f,
5062 0.0f, 0.0f, 0.5f, 1.0f,
5063 0.0f, 0.5f, 0.0f, 1.0f,
5064 0.0f, 0.5f, 0.0f, 1.0f,
5065 0.5f, 0.0f, 0.0f, 1.0f,
5066 0.5f, 0.0f, 0.0f, 1.0f
5069 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5074 // this is only called once per entity so numsurfaces is always 1, and
5075 // surfacelist is always {0}, so this code does not handle batches
5076 R_Mesh_Matrix(&ent->matrix);
5078 if (ent->flags & EF_ADDITIVE)
5080 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5081 GL_DepthMask(false);
5083 else if (ent->alpha < 1)
5085 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5086 GL_DepthMask(false);
5090 GL_BlendFunc(GL_ONE, GL_ZERO);
5093 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5094 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5095 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5096 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5097 R_SetupGenericShader(false);
5098 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5099 if (r_refdef.fogenabled)
5102 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5103 R_Mesh_ColorPointer(color4f, 0, 0);
5104 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5105 f1 = FogPoint_World(org);
5107 for (i = 0, c = color4f;i < 6;i++, c += 4)
5109 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5110 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5111 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5115 else if (ent->alpha != 1)
5117 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5118 R_Mesh_ColorPointer(color4f, 0, 0);
5119 for (i = 0, c = color4f;i < 6;i++, c += 4)
5123 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5124 R_Mesh_ResetTextureState();
5125 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5128 void R_DrawNoModel(entity_render_t *ent)
5131 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5132 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5133 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5135 // R_DrawNoModelCallback(ent, 0);
5138 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5140 vec3_t right1, right2, diff, normal;
5142 VectorSubtract (org2, org1, normal);
5144 // calculate 'right' vector for start
5145 VectorSubtract (r_refdef.view.origin, org1, diff);
5146 CrossProduct (normal, diff, right1);
5147 VectorNormalize (right1);
5149 // calculate 'right' vector for end
5150 VectorSubtract (r_refdef.view.origin, org2, diff);
5151 CrossProduct (normal, diff, right2);
5152 VectorNormalize (right2);
5154 vert[ 0] = org1[0] + width * right1[0];
5155 vert[ 1] = org1[1] + width * right1[1];
5156 vert[ 2] = org1[2] + width * right1[2];
5157 vert[ 3] = org1[0] - width * right1[0];
5158 vert[ 4] = org1[1] - width * right1[1];
5159 vert[ 5] = org1[2] - width * right1[2];
5160 vert[ 6] = org2[0] - width * right2[0];
5161 vert[ 7] = org2[1] - width * right2[1];
5162 vert[ 8] = org2[2] - width * right2[2];
5163 vert[ 9] = org2[0] + width * right2[0];
5164 vert[10] = org2[1] + width * right2[1];
5165 vert[11] = org2[2] + width * right2[2];
5168 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5170 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
5172 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5176 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5177 fog = FogPoint_World(origin);
5179 R_Mesh_Matrix(&identitymatrix);
5180 GL_BlendFunc(blendfunc1, blendfunc2);
5182 GL_CullFace(GL_NONE);
5184 GL_DepthMask(false);
5185 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5186 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5187 GL_DepthTest(!depthdisable);
5189 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5190 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5191 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5192 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5193 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5194 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5195 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5196 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5197 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5198 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5199 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5200 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5202 R_Mesh_VertexPointer(vertex3f, 0, 0);
5203 R_Mesh_ColorPointer(NULL, 0, 0);
5204 R_Mesh_ResetTextureState();
5205 R_SetupGenericShader(true);
5206 R_Mesh_TexBind(0, R_GetTexture(texture));
5207 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5208 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5209 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5210 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5212 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5214 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5215 GL_BlendFunc(blendfunc1, GL_ONE);
5217 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5218 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5222 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5227 VectorSet(v, x, y, z);
5228 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5229 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5231 if (i == mesh->numvertices)
5233 if (mesh->numvertices < mesh->maxvertices)
5235 VectorCopy(v, vertex3f);
5236 mesh->numvertices++;
5238 return mesh->numvertices;
5244 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5248 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5249 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5250 e = mesh->element3i + mesh->numtriangles * 3;
5251 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5253 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5254 if (mesh->numtriangles < mesh->maxtriangles)
5259 mesh->numtriangles++;
5261 element[1] = element[2];
5265 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5269 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5270 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5271 e = mesh->element3i + mesh->numtriangles * 3;
5272 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5274 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5275 if (mesh->numtriangles < mesh->maxtriangles)
5280 mesh->numtriangles++;
5282 element[1] = element[2];
5286 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5287 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5289 int planenum, planenum2;
5292 mplane_t *plane, *plane2;
5294 double temppoints[2][256*3];
5295 // figure out how large a bounding box we need to properly compute this brush
5297 for (w = 0;w < numplanes;w++)
5298 maxdist = max(maxdist, planes[w].dist);
5299 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5300 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5301 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5305 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5306 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5308 if (planenum2 == planenum)
5310 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);
5313 if (tempnumpoints < 3)
5315 // generate elements forming a triangle fan for this polygon
5316 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5320 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
5322 texturelayer_t *layer;
5323 layer = t->currentlayers + t->currentnumlayers++;
5325 layer->depthmask = depthmask;
5326 layer->blendfunc1 = blendfunc1;
5327 layer->blendfunc2 = blendfunc2;
5328 layer->texture = texture;
5329 layer->texmatrix = *matrix;
5330 layer->color[0] = r * r_refdef.view.colorscale;
5331 layer->color[1] = g * r_refdef.view.colorscale;
5332 layer->color[2] = b * r_refdef.view.colorscale;
5333 layer->color[3] = a;
5336 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5339 index = parms[2] + r_refdef.scene.time * parms[3];
5340 index -= floor(index);
5344 case Q3WAVEFUNC_NONE:
5345 case Q3WAVEFUNC_NOISE:
5346 case Q3WAVEFUNC_COUNT:
5349 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5350 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5351 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5352 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5353 case Q3WAVEFUNC_TRIANGLE:
5355 f = index - floor(index);
5366 return (float)(parms[0] + parms[1] * f);
5369 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5374 matrix4x4_t matrix, temp;
5375 switch(tcmod->tcmod)
5379 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5380 matrix = r_waterscrollmatrix;
5382 matrix = identitymatrix;
5384 case Q3TCMOD_ENTITYTRANSLATE:
5385 // this is used in Q3 to allow the gamecode to control texcoord
5386 // scrolling on the entity, which is not supported in darkplaces yet.
5387 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5389 case Q3TCMOD_ROTATE:
5390 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5391 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5392 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5395 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5397 case Q3TCMOD_SCROLL:
5398 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5400 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5401 w = (int) tcmod->parms[0];
5402 h = (int) tcmod->parms[1];
5403 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5405 idx = (int) floor(f * w * h);
5406 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5408 case Q3TCMOD_STRETCH:
5409 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5410 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5412 case Q3TCMOD_TRANSFORM:
5413 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5414 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5415 VectorSet(tcmat + 6, 0 , 0 , 1);
5416 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5417 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5419 case Q3TCMOD_TURBULENT:
5420 // this is handled in the RSurf_PrepareVertices function
5421 matrix = identitymatrix;
5425 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5428 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5430 int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5431 char name[MAX_QPATH];
5432 skinframe_t *skinframe;
5433 unsigned char pixels[296*194];
5434 strlcpy(cache->name, skinname, sizeof(cache->name));
5435 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5436 if (developer_loading.integer)
5437 Con_Printf("loading %s\n", name);
5438 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5439 if (!skinframe || !skinframe->base)
5442 fs_offset_t filesize;
5444 f = FS_LoadFile(name, tempmempool, true, &filesize);
5447 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5448 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5452 cache->skinframe = skinframe;
5455 texture_t *R_GetCurrentTexture(texture_t *t)
5458 const entity_render_t *ent = rsurface.entity;
5459 dp_model_t *model = ent->model;
5460 q3shaderinfo_layer_tcmod_t *tcmod;
5462 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5463 return t->currentframe;
5464 t->update_lastrenderframe = r_frame;
5465 t->update_lastrenderentity = (void *)ent;
5467 // switch to an alternate material if this is a q1bsp animated material
5469 texture_t *texture = t;
5470 int s = ent->skinnum;
5471 if ((unsigned int)s >= (unsigned int)model->numskins)
5473 if (model->skinscenes)
5475 if (model->skinscenes[s].framecount > 1)
5476 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5478 s = model->skinscenes[s].firstframe;
5481 t = t + s * model->num_surfaces;
5484 // use an alternate animation if the entity's frame is not 0,
5485 // and only if the texture has an alternate animation
5486 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5487 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5489 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5491 texture->currentframe = t;
5494 // update currentskinframe to be a qw skin or animation frame
5495 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5497 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5499 r_qwskincache_size = cl.maxclients;
5501 Mem_Free(r_qwskincache);
5502 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5504 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5505 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5506 t->currentskinframe = r_qwskincache[i].skinframe;
5507 if (t->currentskinframe == NULL)
5508 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5510 else if (t->numskinframes >= 2)
5511 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5512 if (t->backgroundnumskinframes >= 2)
5513 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5515 t->currentmaterialflags = t->basematerialflags;
5516 t->currentalpha = ent->alpha;
5517 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5518 t->currentalpha *= r_wateralpha.value;
5519 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5520 t->currentalpha *= t->r_water_wateralpha;
5521 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5522 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5523 if (!(ent->flags & RENDER_LIGHT))
5524 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5525 else if (rsurface.modeltexcoordlightmap2f == NULL)
5527 // pick a model lighting mode
5528 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5529 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5531 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5533 if (ent->effects & EF_ADDITIVE)
5534 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5535 else if (t->currentalpha < 1)
5536 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5537 if (ent->effects & EF_DOUBLESIDED)
5538 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5539 if (ent->effects & EF_NODEPTHTEST)
5540 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5541 if (ent->flags & RENDER_VIEWMODEL)
5542 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5543 if (t->backgroundnumskinframes)
5544 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5545 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5547 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5548 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5551 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5553 // there is no tcmod
5554 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5556 t->currenttexmatrix = r_waterscrollmatrix;
5557 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5561 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5562 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5565 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5566 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5567 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5568 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5570 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5571 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5572 t->glosstexture = r_texture_black;
5573 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5574 t->backgroundglosstexture = r_texture_black;
5575 t->specularpower = r_shadow_glossexponent.value;
5576 // TODO: store reference values for these in the texture?
5577 t->specularscale = 0;
5578 if (r_shadow_gloss.integer > 0)
5580 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5582 if (r_shadow_glossintensity.value > 0)
5584 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5585 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5586 t->specularscale = r_shadow_glossintensity.value;
5589 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5591 t->glosstexture = r_texture_white;
5592 t->backgroundglosstexture = r_texture_white;
5593 t->specularscale = r_shadow_gloss2intensity.value;
5594 t->specularpower = r_shadow_gloss2exponent.value;
5597 t->specularscale *= t->specularscalemod;
5598 t->specularpower *= t->specularpowermod;
5600 // lightmaps mode looks bad with dlights using actual texturing, so turn
5601 // off the colormap and glossmap, but leave the normalmap on as it still
5602 // accurately represents the shading involved
5603 if (gl_lightmaps.integer)
5605 t->basetexture = r_texture_grey128;
5606 t->backgroundbasetexture = NULL;
5607 t->specularscale = 0;
5608 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5611 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5612 VectorClear(t->dlightcolor);
5613 t->currentnumlayers = 0;
5614 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5617 int blendfunc1, blendfunc2;
5619 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5621 blendfunc1 = GL_SRC_ALPHA;
5622 blendfunc2 = GL_ONE;
5624 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5626 blendfunc1 = GL_SRC_ALPHA;
5627 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5629 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5631 blendfunc1 = t->customblendfunc[0];
5632 blendfunc2 = t->customblendfunc[1];
5636 blendfunc1 = GL_ONE;
5637 blendfunc2 = GL_ZERO;
5639 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5640 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5641 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5642 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5644 // fullbright is not affected by r_refdef.lightmapintensity
5645 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5646 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5647 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5648 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5649 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5653 vec3_t ambientcolor;
5655 // set the color tint used for lights affecting this surface
5656 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5658 // q3bsp has no lightmap updates, so the lightstylevalue that
5659 // would normally be baked into the lightmap must be
5660 // applied to the color
5661 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5662 if (ent->model->type == mod_brushq3)
5663 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5664 colorscale *= r_refdef.lightmapintensity;
5665 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5666 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5667 // basic lit geometry
5668 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5669 // add pants/shirt if needed
5670 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5671 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5672 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5673 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5674 // now add ambient passes if needed
5675 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5677 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5678 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5679 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5680 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5681 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5684 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5685 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5686 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5688 // if this is opaque use alpha blend which will darken the earlier
5691 // if this is an alpha blended material, all the earlier passes
5692 // were darkened by fog already, so we only need to add the fog
5693 // color ontop through the fog mask texture
5695 // if this is an additive blended material, all the earlier passes
5696 // were darkened by fog already, and we should not add fog color
5697 // (because the background was not darkened, there is no fog color
5698 // that was lost behind it).
5699 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5703 return t->currentframe;
5706 rsurfacestate_t rsurface;
5708 void R_Mesh_ResizeArrays(int newvertices)
5711 if (rsurface.array_size >= newvertices)
5713 if (rsurface.array_modelvertex3f)
5714 Mem_Free(rsurface.array_modelvertex3f);
5715 rsurface.array_size = (newvertices + 1023) & ~1023;
5716 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5717 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5718 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5719 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5720 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5721 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5722 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5723 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5724 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5725 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5726 rsurface.array_color4f = base + rsurface.array_size * 27;
5727 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5730 void RSurf_ActiveWorldEntity(void)
5732 dp_model_t *model = r_refdef.scene.worldmodel;
5733 //if (rsurface.entity == r_refdef.scene.worldentity)
5735 rsurface.entity = r_refdef.scene.worldentity;
5736 if (rsurface.array_size < model->surfmesh.num_vertices)
5737 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5738 rsurface.matrix = identitymatrix;
5739 rsurface.inversematrix = identitymatrix;
5740 R_Mesh_Matrix(&identitymatrix);
5741 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5742 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5743 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5744 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5745 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5746 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5747 VectorSet(rsurface.glowmod, 1, 1, 1);
5748 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5749 rsurface.frameblend[0].lerp = 1;
5750 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5751 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5752 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5753 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5754 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5755 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5756 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5757 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5758 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5759 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5760 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5761 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5762 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5763 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5764 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5765 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5766 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5767 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5768 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5769 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5770 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5771 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5772 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5773 rsurface.modelelement3i = model->surfmesh.data_element3i;
5774 rsurface.modelelement3s = model->surfmesh.data_element3s;
5775 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5776 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5777 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5778 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5779 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5780 rsurface.modelsurfaces = model->data_surfaces;
5781 rsurface.generatedvertex = false;
5782 rsurface.vertex3f = rsurface.modelvertex3f;
5783 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5784 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5785 rsurface.svector3f = rsurface.modelsvector3f;
5786 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5787 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5788 rsurface.tvector3f = rsurface.modeltvector3f;
5789 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5790 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5791 rsurface.normal3f = rsurface.modelnormal3f;
5792 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5793 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5794 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5797 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5799 dp_model_t *model = ent->model;
5800 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5802 rsurface.entity = (entity_render_t *)ent;
5803 if (rsurface.array_size < model->surfmesh.num_vertices)
5804 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5805 rsurface.matrix = ent->matrix;
5806 rsurface.inversematrix = ent->inversematrix;
5807 R_Mesh_Matrix(&rsurface.matrix);
5808 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5809 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5810 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5811 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5812 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5813 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5814 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5815 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5816 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5817 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5818 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5819 VectorCopy(ent->glowmod, rsurface.glowmod);
5820 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5821 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5822 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5823 if (ent->model->brush.submodel)
5825 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5826 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5828 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5830 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5832 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5833 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5834 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5835 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5837 else if (wanttangents)
5839 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5840 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5841 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5842 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5843 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5845 else if (wantnormals)
5847 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5848 rsurface.modelsvector3f = NULL;
5849 rsurface.modeltvector3f = NULL;
5850 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5851 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5855 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5856 rsurface.modelsvector3f = NULL;
5857 rsurface.modeltvector3f = NULL;
5858 rsurface.modelnormal3f = NULL;
5859 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5861 rsurface.modelvertex3f_bufferobject = 0;
5862 rsurface.modelvertex3f_bufferoffset = 0;
5863 rsurface.modelsvector3f_bufferobject = 0;
5864 rsurface.modelsvector3f_bufferoffset = 0;
5865 rsurface.modeltvector3f_bufferobject = 0;
5866 rsurface.modeltvector3f_bufferoffset = 0;
5867 rsurface.modelnormal3f_bufferobject = 0;
5868 rsurface.modelnormal3f_bufferoffset = 0;
5869 rsurface.generatedvertex = true;
5873 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5874 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5875 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5876 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5877 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5878 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5879 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5880 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5881 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5882 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5883 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5884 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5885 rsurface.generatedvertex = false;
5887 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5888 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5889 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5890 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5891 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5892 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5893 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5894 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5895 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5896 rsurface.modelelement3i = model->surfmesh.data_element3i;
5897 rsurface.modelelement3s = model->surfmesh.data_element3s;
5898 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5899 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5900 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5901 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5902 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5903 rsurface.modelsurfaces = model->data_surfaces;
5904 rsurface.vertex3f = rsurface.modelvertex3f;
5905 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5906 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5907 rsurface.svector3f = rsurface.modelsvector3f;
5908 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5909 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5910 rsurface.tvector3f = rsurface.modeltvector3f;
5911 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5912 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5913 rsurface.normal3f = rsurface.modelnormal3f;
5914 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5915 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5916 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5919 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5920 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5923 int texturesurfaceindex;
5928 const float *v1, *in_tc;
5930 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5932 q3shaderinfo_deform_t *deform;
5933 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
5934 if (rsurface.generatedvertex)
5936 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5937 generatenormals = true;
5938 for (i = 0;i < Q3MAXDEFORMS;i++)
5940 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5942 generatetangents = true;
5943 generatenormals = true;
5945 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5946 generatenormals = true;
5948 if (generatenormals && !rsurface.modelnormal3f)
5950 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5951 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5952 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5953 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5955 if (generatetangents && !rsurface.modelsvector3f)
5957 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5958 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5959 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5960 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5961 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5962 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5963 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5966 rsurface.vertex3f = rsurface.modelvertex3f;
5967 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5968 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5969 rsurface.svector3f = rsurface.modelsvector3f;
5970 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5971 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5972 rsurface.tvector3f = rsurface.modeltvector3f;
5973 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5974 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5975 rsurface.normal3f = rsurface.modelnormal3f;
5976 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5977 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5978 // if vertices are deformed (sprite flares and things in maps, possibly
5979 // water waves, bulges and other deformations), generate them into
5980 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5981 // (may be static model data or generated data for an animated model, or
5982 // the previous deform pass)
5983 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5985 switch (deform->deform)
5988 case Q3DEFORM_PROJECTIONSHADOW:
5989 case Q3DEFORM_TEXT0:
5990 case Q3DEFORM_TEXT1:
5991 case Q3DEFORM_TEXT2:
5992 case Q3DEFORM_TEXT3:
5993 case Q3DEFORM_TEXT4:
5994 case Q3DEFORM_TEXT5:
5995 case Q3DEFORM_TEXT6:
5996 case Q3DEFORM_TEXT7:
5999 case Q3DEFORM_AUTOSPRITE:
6000 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6001 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6002 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6003 VectorNormalize(newforward);
6004 VectorNormalize(newright);
6005 VectorNormalize(newup);
6006 // make deformed versions of only the model vertices used by the specified surfaces
6007 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6009 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6010 // a single autosprite surface can contain multiple sprites...
6011 for (j = 0;j < surface->num_vertices - 3;j += 4)
6013 VectorClear(center);
6014 for (i = 0;i < 4;i++)
6015 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6016 VectorScale(center, 0.25f, center);
6017 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
6018 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6019 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6020 for (i = 0;i < 4;i++)
6022 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6023 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6026 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6027 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6029 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6030 rsurface.vertex3f_bufferobject = 0;
6031 rsurface.vertex3f_bufferoffset = 0;
6032 rsurface.svector3f = rsurface.array_deformedsvector3f;
6033 rsurface.svector3f_bufferobject = 0;
6034 rsurface.svector3f_bufferoffset = 0;
6035 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6036 rsurface.tvector3f_bufferobject = 0;
6037 rsurface.tvector3f_bufferoffset = 0;
6038 rsurface.normal3f = rsurface.array_deformednormal3f;
6039 rsurface.normal3f_bufferobject = 0;
6040 rsurface.normal3f_bufferoffset = 0;
6042 case Q3DEFORM_AUTOSPRITE2:
6043 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6044 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6045 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6046 VectorNormalize(newforward);
6047 VectorNormalize(newright);
6048 VectorNormalize(newup);
6049 // make deformed versions of only the model vertices used by the specified surfaces
6050 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6052 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6053 const float *v1, *v2;
6063 memset(shortest, 0, sizeof(shortest));
6064 // a single autosprite surface can contain multiple sprites...
6065 for (j = 0;j < surface->num_vertices - 3;j += 4)
6067 VectorClear(center);
6068 for (i = 0;i < 4;i++)
6069 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6070 VectorScale(center, 0.25f, center);
6071 // find the two shortest edges, then use them to define the
6072 // axis vectors for rotating around the central axis
6073 for (i = 0;i < 6;i++)
6075 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6076 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6078 Debug_PolygonBegin(NULL, 0);
6079 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6080 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
6081 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6084 l = VectorDistance2(v1, v2);
6085 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6087 l += (1.0f / 1024.0f);
6088 if (shortest[0].length2 > l || i == 0)
6090 shortest[1] = shortest[0];
6091 shortest[0].length2 = l;
6092 shortest[0].v1 = v1;
6093 shortest[0].v2 = v2;
6095 else if (shortest[1].length2 > l || i == 1)
6097 shortest[1].length2 = l;
6098 shortest[1].v1 = v1;
6099 shortest[1].v2 = v2;
6102 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6103 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6105 Debug_PolygonBegin(NULL, 0);
6106 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6107 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
6108 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6111 // this calculates the right vector from the shortest edge
6112 // and the up vector from the edge midpoints
6113 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6114 VectorNormalize(right);
6115 VectorSubtract(end, start, up);
6116 VectorNormalize(up);
6117 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6118 VectorSubtract(rsurface.modelorg, center, forward);
6119 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6120 VectorNegate(forward, forward);
6121 VectorReflect(forward, 0, up, forward);
6122 VectorNormalize(forward);
6123 CrossProduct(up, forward, newright);
6124 VectorNormalize(newright);
6126 Debug_PolygonBegin(NULL, 0);
6127 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
6128 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6129 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6133 Debug_PolygonBegin(NULL, 0);
6134 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6135 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6136 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6139 // rotate the quad around the up axis vector, this is made
6140 // especially easy by the fact we know the quad is flat,
6141 // so we only have to subtract the center position and
6142 // measure distance along the right vector, and then
6143 // multiply that by the newright vector and add back the
6145 // we also need to subtract the old position to undo the
6146 // displacement from the center, which we do with a
6147 // DotProduct, the subtraction/addition of center is also
6148 // optimized into DotProducts here
6149 l = DotProduct(right, center);
6150 for (i = 0;i < 4;i++)
6152 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6153 f = DotProduct(right, v1) - l;
6154 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6157 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6158 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6160 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6161 rsurface.vertex3f_bufferobject = 0;
6162 rsurface.vertex3f_bufferoffset = 0;
6163 rsurface.svector3f = rsurface.array_deformedsvector3f;
6164 rsurface.svector3f_bufferobject = 0;
6165 rsurface.svector3f_bufferoffset = 0;
6166 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6167 rsurface.tvector3f_bufferobject = 0;
6168 rsurface.tvector3f_bufferoffset = 0;
6169 rsurface.normal3f = rsurface.array_deformednormal3f;
6170 rsurface.normal3f_bufferobject = 0;
6171 rsurface.normal3f_bufferoffset = 0;
6173 case Q3DEFORM_NORMAL:
6174 // deform the normals to make reflections wavey
6175 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6177 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6178 for (j = 0;j < surface->num_vertices;j++)
6181 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6182 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6183 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6184 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6185 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6186 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6187 VectorNormalize(normal);
6189 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6191 rsurface.svector3f = rsurface.array_deformedsvector3f;
6192 rsurface.svector3f_bufferobject = 0;
6193 rsurface.svector3f_bufferoffset = 0;
6194 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6195 rsurface.tvector3f_bufferobject = 0;
6196 rsurface.tvector3f_bufferoffset = 0;
6197 rsurface.normal3f = rsurface.array_deformednormal3f;
6198 rsurface.normal3f_bufferobject = 0;
6199 rsurface.normal3f_bufferoffset = 0;
6202 // deform vertex array to make wavey water and flags and such
6203 waveparms[0] = deform->waveparms[0];
6204 waveparms[1] = deform->waveparms[1];
6205 waveparms[2] = deform->waveparms[2];
6206 waveparms[3] = deform->waveparms[3];
6207 // this is how a divisor of vertex influence on deformation
6208 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6209 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6210 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6212 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6213 for (j = 0;j < surface->num_vertices;j++)
6215 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6216 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6217 // if the wavefunc depends on time, evaluate it per-vertex
6220 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6221 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6223 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6226 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6227 rsurface.vertex3f_bufferobject = 0;
6228 rsurface.vertex3f_bufferoffset = 0;
6230 case Q3DEFORM_BULGE:
6231 // deform vertex array to make the surface have moving bulges
6232 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6234 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6235 for (j = 0;j < surface->num_vertices;j++)
6237 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6238 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6241 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6242 rsurface.vertex3f_bufferobject = 0;
6243 rsurface.vertex3f_bufferoffset = 0;
6246 // deform vertex array
6247 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6248 VectorScale(deform->parms, scale, waveparms);
6249 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6251 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6252 for (j = 0;j < surface->num_vertices;j++)
6253 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6255 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6256 rsurface.vertex3f_bufferobject = 0;
6257 rsurface.vertex3f_bufferoffset = 0;
6261 // generate texcoords based on the chosen texcoord source
6262 switch(rsurface.texture->tcgen.tcgen)
6265 case Q3TCGEN_TEXTURE:
6266 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6267 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6268 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6270 case Q3TCGEN_LIGHTMAP:
6271 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6272 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6273 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6275 case Q3TCGEN_VECTOR:
6276 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6278 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6279 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
6281 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6282 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6285 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6286 rsurface.texcoordtexture2f_bufferobject = 0;
6287 rsurface.texcoordtexture2f_bufferoffset = 0;
6289 case Q3TCGEN_ENVIRONMENT:
6290 // make environment reflections using a spheremap
6291 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6293 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6294 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6295 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6296 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6297 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6299 // identical to Q3A's method, but executed in worldspace so
6300 // carried models can be shiny too
6302 float viewer[3], d, reflected[3], worldreflected[3];
6304 VectorSubtract(rsurface.modelorg, vertex, viewer);
6305 // VectorNormalize(viewer);
6307 d = DotProduct(normal, viewer);
6309 reflected[0] = normal[0]*2*d - viewer[0];
6310 reflected[1] = normal[1]*2*d - viewer[1];
6311 reflected[2] = normal[2]*2*d - viewer[2];
6312 // note: this is proportinal to viewer, so we can normalize later
6314 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6315 VectorNormalize(worldreflected);
6317 // note: this sphere map only uses world x and z!
6318 // so positive and negative y will LOOK THE SAME.
6319 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6320 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6323 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6324 rsurface.texcoordtexture2f_bufferobject = 0;
6325 rsurface.texcoordtexture2f_bufferoffset = 0;
6328 // the only tcmod that needs software vertex processing is turbulent, so
6329 // check for it here and apply the changes if needed
6330 // and we only support that as the first one
6331 // (handling a mixture of turbulent and other tcmods would be problematic
6332 // without punting it entirely to a software path)
6333 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6335 amplitude = rsurface.texture->tcmods[0].parms[1];
6336 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6337 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6339 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6340 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
6342 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6343 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6346 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6347 rsurface.texcoordtexture2f_bufferobject = 0;
6348 rsurface.texcoordtexture2f_bufferoffset = 0;
6350 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6351 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6352 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6353 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6356 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6359 const msurface_t *surface = texturesurfacelist[0];
6360 const msurface_t *surface2;
6365 // TODO: lock all array ranges before render, rather than on each surface
6366 if (texturenumsurfaces == 1)
6368 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6369 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6371 else if (r_batchmode.integer == 2)
6373 #define MAXBATCHTRIANGLES 4096
6374 int batchtriangles = 0;
6375 int batchelements[MAXBATCHTRIANGLES*3];
6376 for (i = 0;i < texturenumsurfaces;i = j)
6378 surface = texturesurfacelist[i];
6380 if (surface->num_triangles > MAXBATCHTRIANGLES)
6382 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6385 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6386 batchtriangles = surface->num_triangles;
6387 firstvertex = surface->num_firstvertex;
6388 endvertex = surface->num_firstvertex + surface->num_vertices;
6389 for (;j < texturenumsurfaces;j++)
6391 surface2 = texturesurfacelist[j];
6392 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6394 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6395 batchtriangles += surface2->num_triangles;
6396 firstvertex = min(firstvertex, surface2->num_firstvertex);
6397 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6399 surface2 = texturesurfacelist[j-1];
6400 numvertices = endvertex - firstvertex;
6401 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6404 else if (r_batchmode.integer == 1)
6406 for (i = 0;i < texturenumsurfaces;i = j)
6408 surface = texturesurfacelist[i];
6409 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6410 if (texturesurfacelist[j] != surface2)
6412 surface2 = texturesurfacelist[j-1];
6413 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6414 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6415 GL_LockArrays(surface->num_firstvertex, numvertices);
6416 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6421 for (i = 0;i < texturenumsurfaces;i++)
6423 surface = texturesurfacelist[i];
6424 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6425 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6430 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6432 int i, planeindex, vertexindex;
6436 r_waterstate_waterplane_t *p, *bestp;
6437 msurface_t *surface;
6438 if (r_waterstate.renderingscene)
6440 for (i = 0;i < texturenumsurfaces;i++)
6442 surface = texturesurfacelist[i];
6443 if (lightmaptexunit >= 0)
6444 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6445 if (deluxemaptexunit >= 0)
6446 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6447 // pick the closest matching water plane
6450 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6453 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6455 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6456 d += fabs(PlaneDiff(vert, &p->plane));
6458 if (bestd > d || !bestp)
6466 if (refractiontexunit >= 0)
6467 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6468 if (reflectiontexunit >= 0)
6469 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6473 if (refractiontexunit >= 0)
6474 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6475 if (reflectiontexunit >= 0)
6476 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6478 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6479 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6483 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6487 const msurface_t *surface = texturesurfacelist[0];
6488 const msurface_t *surface2;
6493 // TODO: lock all array ranges before render, rather than on each surface
6494 if (texturenumsurfaces == 1)
6496 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6497 if (deluxemaptexunit >= 0)
6498 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6499 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6500 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6502 else if (r_batchmode.integer == 2)
6504 #define MAXBATCHTRIANGLES 4096
6505 int batchtriangles = 0;
6506 int batchelements[MAXBATCHTRIANGLES*3];
6507 for (i = 0;i < texturenumsurfaces;i = j)
6509 surface = texturesurfacelist[i];
6510 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6511 if (deluxemaptexunit >= 0)
6512 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6514 if (surface->num_triangles > MAXBATCHTRIANGLES)
6516 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6519 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6520 batchtriangles = surface->num_triangles;
6521 firstvertex = surface->num_firstvertex;
6522 endvertex = surface->num_firstvertex + surface->num_vertices;
6523 for (;j < texturenumsurfaces;j++)
6525 surface2 = texturesurfacelist[j];
6526 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6528 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6529 batchtriangles += surface2->num_triangles;
6530 firstvertex = min(firstvertex, surface2->num_firstvertex);
6531 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6533 surface2 = texturesurfacelist[j-1];
6534 numvertices = endvertex - firstvertex;
6535 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6538 else if (r_batchmode.integer == 1)
6541 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6542 for (i = 0;i < texturenumsurfaces;i = j)
6544 surface = texturesurfacelist[i];
6545 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6546 if (texturesurfacelist[j] != surface2)
6548 Con_Printf(" %i", j - i);
6551 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6553 for (i = 0;i < texturenumsurfaces;i = j)
6555 surface = texturesurfacelist[i];
6556 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6557 if (deluxemaptexunit >= 0)
6558 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6559 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6560 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6563 Con_Printf(" %i", j - i);
6565 surface2 = texturesurfacelist[j-1];
6566 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6567 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6568 GL_LockArrays(surface->num_firstvertex, numvertices);
6569 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6577 for (i = 0;i < texturenumsurfaces;i++)
6579 surface = texturesurfacelist[i];
6580 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6581 if (deluxemaptexunit >= 0)
6582 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6583 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6584 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6589 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6592 int texturesurfaceindex;
6593 if (r_showsurfaces.integer == 2)
6595 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6597 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6598 for (j = 0;j < surface->num_triangles;j++)
6600 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6601 GL_Color(f, f, f, 1);
6602 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6608 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6610 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6611 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6612 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
6613 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6614 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6619 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6621 int texturesurfaceindex;
6624 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6626 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6627 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
6635 rsurface.lightmapcolor4f = rsurface.array_color4f;
6636 rsurface.lightmapcolor4f_bufferobject = 0;
6637 rsurface.lightmapcolor4f_bufferoffset = 0;
6640 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6642 int texturesurfaceindex;
6646 if (rsurface.lightmapcolor4f)
6648 // generate color arrays for the surfaces in this list
6649 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6651 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6652 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
6654 f = FogPoint_Model(v);
6664 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6666 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6667 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
6669 f = FogPoint_Model(v);
6677 rsurface.lightmapcolor4f = rsurface.array_color4f;
6678 rsurface.lightmapcolor4f_bufferobject = 0;
6679 rsurface.lightmapcolor4f_bufferoffset = 0;
6682 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6684 int texturesurfaceindex;
6688 if (!rsurface.lightmapcolor4f)
6690 // generate color arrays for the surfaces in this list
6691 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6693 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6694 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
6696 f = FogPoint_Model(v);
6697 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6698 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6699 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6703 rsurface.lightmapcolor4f = rsurface.array_color4f;
6704 rsurface.lightmapcolor4f_bufferobject = 0;
6705 rsurface.lightmapcolor4f_bufferoffset = 0;
6708 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6710 int texturesurfaceindex;
6713 if (!rsurface.lightmapcolor4f)
6715 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6717 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6718 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6726 rsurface.lightmapcolor4f = rsurface.array_color4f;
6727 rsurface.lightmapcolor4f_bufferobject = 0;
6728 rsurface.lightmapcolor4f_bufferoffset = 0;
6731 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6733 int texturesurfaceindex;
6736 if (!rsurface.lightmapcolor4f)
6738 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6740 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6741 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6743 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6744 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6745 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6749 rsurface.lightmapcolor4f = rsurface.array_color4f;
6750 rsurface.lightmapcolor4f_bufferobject = 0;
6751 rsurface.lightmapcolor4f_bufferoffset = 0;
6754 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6757 rsurface.lightmapcolor4f = NULL;
6758 rsurface.lightmapcolor4f_bufferobject = 0;
6759 rsurface.lightmapcolor4f_bufferoffset = 0;
6760 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6761 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6762 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6763 GL_Color(r, g, b, a);
6764 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6767 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6769 // TODO: optimize applyfog && applycolor case
6770 // just apply fog if necessary, and tint the fog color array if necessary
6771 rsurface.lightmapcolor4f = NULL;
6772 rsurface.lightmapcolor4f_bufferobject = 0;
6773 rsurface.lightmapcolor4f_bufferoffset = 0;
6774 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6775 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6776 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6777 GL_Color(r, g, b, a);
6778 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6781 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6783 int texturesurfaceindex;
6787 if (texturesurfacelist[0]->lightmapinfo)
6789 // generate color arrays for the surfaces in this list
6790 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6792 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6793 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6795 if (surface->lightmapinfo->samples)
6797 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6798 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6799 VectorScale(lm, scale, c);
6800 if (surface->lightmapinfo->styles[1] != 255)
6802 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6804 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6805 VectorMA(c, scale, lm, c);
6806 if (surface->lightmapinfo->styles[2] != 255)
6809 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6810 VectorMA(c, scale, lm, c);
6811 if (surface->lightmapinfo->styles[3] != 255)
6814 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6815 VectorMA(c, scale, lm, c);
6825 rsurface.lightmapcolor4f = rsurface.array_color4f;
6826 rsurface.lightmapcolor4f_bufferobject = 0;
6827 rsurface.lightmapcolor4f_bufferoffset = 0;
6831 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6832 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6833 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6835 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6836 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6837 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6838 GL_Color(r, g, b, a);
6839 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6842 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6844 int texturesurfaceindex;
6847 float *v, *c, *c2, alpha;
6848 vec3_t ambientcolor;
6849 vec3_t diffusecolor;
6853 VectorCopy(rsurface.modellight_lightdir, lightdir);
6854 f = 0.5f * r_refdef.lightmapintensity;
6855 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6856 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6857 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6858 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6859 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6860 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6862 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6864 // generate color arrays for the surfaces in this list
6865 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6867 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6868 int numverts = surface->num_vertices;
6869 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6870 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6871 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6872 // q3-style directional shading
6873 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6875 if ((f = DotProduct(c2, lightdir)) > 0)
6876 VectorMA(ambientcolor, f, diffusecolor, c);
6878 VectorCopy(ambientcolor, c);
6886 rsurface.lightmapcolor4f = rsurface.array_color4f;
6887 rsurface.lightmapcolor4f_bufferobject = 0;
6888 rsurface.lightmapcolor4f_bufferoffset = 0;
6889 *applycolor = false;
6893 *r = ambientcolor[0];
6894 *g = ambientcolor[1];
6895 *b = ambientcolor[2];
6896 rsurface.lightmapcolor4f = NULL;
6897 rsurface.lightmapcolor4f_bufferobject = 0;
6898 rsurface.lightmapcolor4f_bufferoffset = 0;
6902 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6904 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6905 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6906 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6907 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6908 GL_Color(r, g, b, a);
6909 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6912 void RSurf_SetupDepthAndCulling(void)
6914 // submodels are biased to avoid z-fighting with world surfaces that they
6915 // may be exactly overlapping (avoids z-fighting artifacts on certain
6916 // doors and things in Quake maps)
6917 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6918 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6919 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6920 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6923 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6925 // transparent sky would be ridiculous
6926 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6928 R_SetupGenericShader(false);
6931 skyrendernow = false;
6932 // we have to force off the water clipping plane while rendering sky
6936 // restore entity matrix
6937 R_Mesh_Matrix(&rsurface.matrix);
6939 RSurf_SetupDepthAndCulling();
6941 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6942 // skymasking on them, and Quake3 never did sky masking (unlike
6943 // software Quake and software Quake2), so disable the sky masking
6944 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6945 // and skymasking also looks very bad when noclipping outside the
6946 // level, so don't use it then either.
6947 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6949 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6950 R_Mesh_ColorPointer(NULL, 0, 0);
6951 R_Mesh_ResetTextureState();
6952 if (skyrendermasked)
6954 R_SetupDepthOrShadowShader();
6955 // depth-only (masking)
6956 GL_ColorMask(0,0,0,0);
6957 // just to make sure that braindead drivers don't draw
6958 // anything despite that colormask...
6959 GL_BlendFunc(GL_ZERO, GL_ONE);
6963 R_SetupGenericShader(false);
6965 GL_BlendFunc(GL_ONE, GL_ZERO);
6967 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6968 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6969 if (skyrendermasked)
6970 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6972 R_Mesh_ResetTextureState();
6973 GL_Color(1, 1, 1, 1);
6976 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6978 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6981 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6982 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6983 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6984 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6985 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6986 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6987 if (rsurface.texture->backgroundcurrentskinframe)
6989 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6990 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6991 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6992 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6994 if(rsurface.texture->colormapping)
6996 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6997 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6999 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7000 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7001 R_Mesh_ColorPointer(NULL, 0, 0);
7003 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7005 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7007 // render background
7008 GL_BlendFunc(GL_ONE, GL_ZERO);
7010 GL_AlphaTest(false);
7012 GL_Color(1, 1, 1, 1);
7013 R_Mesh_ColorPointer(NULL, 0, 0);
7015 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7016 if (r_glsl_permutation)
7018 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7019 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7020 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7021 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7022 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7023 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7024 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7026 GL_LockArrays(0, 0);
7028 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7029 GL_DepthMask(false);
7030 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7031 R_Mesh_ColorPointer(NULL, 0, 0);
7033 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7034 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7035 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7038 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7039 if (!r_glsl_permutation)
7042 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7043 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7044 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7045 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7046 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7047 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7049 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7051 GL_BlendFunc(GL_ONE, GL_ZERO);
7053 GL_AlphaTest(false);
7057 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7058 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7059 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7062 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7064 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7065 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7067 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7071 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7072 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7074 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7076 GL_LockArrays(0, 0);
7079 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7081 // OpenGL 1.3 path - anything not completely ancient
7082 int texturesurfaceindex;
7083 qboolean applycolor;
7087 const texturelayer_t *layer;
7088 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7090 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7093 int layertexrgbscale;
7094 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7096 if (layerindex == 0)
7100 GL_AlphaTest(false);
7101 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7104 GL_DepthMask(layer->depthmask && writedepth);
7105 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7106 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7108 layertexrgbscale = 4;
7109 VectorScale(layer->color, 0.25f, layercolor);
7111 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7113 layertexrgbscale = 2;
7114 VectorScale(layer->color, 0.5f, layercolor);
7118 layertexrgbscale = 1;
7119 VectorScale(layer->color, 1.0f, layercolor);
7121 layercolor[3] = layer->color[3];
7122 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7123 R_Mesh_ColorPointer(NULL, 0, 0);
7124 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7125 switch (layer->type)
7127 case TEXTURELAYERTYPE_LITTEXTURE:
7128 memset(&m, 0, sizeof(m));
7129 m.tex[0] = R_GetTexture(r_texture_white);
7130 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7131 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7132 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7133 m.tex[1] = R_GetTexture(layer->texture);
7134 m.texmatrix[1] = layer->texmatrix;
7135 m.texrgbscale[1] = layertexrgbscale;
7136 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7137 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7138 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7139 R_Mesh_TextureState(&m);
7140 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7141 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7142 else if (rsurface.uselightmaptexture)
7143 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7145 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7147 case TEXTURELAYERTYPE_TEXTURE:
7148 memset(&m, 0, sizeof(m));
7149 m.tex[0] = R_GetTexture(layer->texture);
7150 m.texmatrix[0] = layer->texmatrix;
7151 m.texrgbscale[0] = layertexrgbscale;
7152 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7153 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7154 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7155 R_Mesh_TextureState(&m);
7156 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7158 case TEXTURELAYERTYPE_FOG:
7159 memset(&m, 0, sizeof(m));
7160 m.texrgbscale[0] = layertexrgbscale;
7163 m.tex[0] = R_GetTexture(layer->texture);
7164 m.texmatrix[0] = layer->texmatrix;
7165 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7166 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7167 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7169 R_Mesh_TextureState(&m);
7170 // generate a color array for the fog pass
7171 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7172 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7176 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7177 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
7179 f = 1 - FogPoint_Model(v);
7180 c[0] = layercolor[0];
7181 c[1] = layercolor[1];
7182 c[2] = layercolor[2];
7183 c[3] = f * layercolor[3];
7186 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7189 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7191 GL_LockArrays(0, 0);
7194 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7196 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7197 GL_AlphaTest(false);
7201 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7203 // OpenGL 1.1 - crusty old voodoo path
7204 int texturesurfaceindex;
7208 const texturelayer_t *layer;
7209 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7211 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7213 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7215 if (layerindex == 0)
7219 GL_AlphaTest(false);
7220 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7223 GL_DepthMask(layer->depthmask && writedepth);
7224 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7225 R_Mesh_ColorPointer(NULL, 0, 0);
7226 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7227 switch (layer->type)
7229 case TEXTURELAYERTYPE_LITTEXTURE:
7230 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7232 // two-pass lit texture with 2x rgbscale
7233 // first the lightmap pass
7234 memset(&m, 0, sizeof(m));
7235 m.tex[0] = R_GetTexture(r_texture_white);
7236 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7237 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7238 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7239 R_Mesh_TextureState(&m);
7240 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7241 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7242 else if (rsurface.uselightmaptexture)
7243 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7245 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7246 GL_LockArrays(0, 0);
7247 // then apply the texture to it
7248 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7249 memset(&m, 0, sizeof(m));
7250 m.tex[0] = R_GetTexture(layer->texture);
7251 m.texmatrix[0] = layer->texmatrix;
7252 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7253 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7254 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7255 R_Mesh_TextureState(&m);
7256 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
7260 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7261 memset(&m, 0, sizeof(m));
7262 m.tex[0] = R_GetTexture(layer->texture);
7263 m.texmatrix[0] = layer->texmatrix;
7264 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7265 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7266 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7267 R_Mesh_TextureState(&m);
7268 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7269 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7271 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7274 case TEXTURELAYERTYPE_TEXTURE:
7275 // singletexture unlit texture with transparency support
7276 memset(&m, 0, sizeof(m));
7277 m.tex[0] = R_GetTexture(layer->texture);
7278 m.texmatrix[0] = layer->texmatrix;
7279 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7280 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7281 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7282 R_Mesh_TextureState(&m);
7283 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7285 case TEXTURELAYERTYPE_FOG:
7286 // singletexture fogging
7287 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7290 memset(&m, 0, sizeof(m));
7291 m.tex[0] = R_GetTexture(layer->texture);
7292 m.texmatrix[0] = layer->texmatrix;
7293 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7294 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7295 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7296 R_Mesh_TextureState(&m);
7299 R_Mesh_ResetTextureState();
7300 // generate a color array for the fog pass
7301 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7305 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7306 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
7308 f = 1 - FogPoint_Model(v);
7309 c[0] = layer->color[0];
7310 c[1] = layer->color[1];
7311 c[2] = layer->color[2];
7312 c[3] = f * layer->color[3];
7315 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7318 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7320 GL_LockArrays(0, 0);
7323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7325 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7326 GL_AlphaTest(false);
7330 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7334 GL_AlphaTest(false);
7335 R_Mesh_ColorPointer(NULL, 0, 0);
7336 R_Mesh_ResetTextureState();
7337 R_SetupGenericShader(false);
7339 if(rsurface.texture && rsurface.texture->currentskinframe)
7341 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7342 c[3] *= rsurface.texture->currentalpha;
7352 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7354 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7355 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7356 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7359 // brighten it up (as texture value 127 means "unlit")
7360 c[0] *= 2 * r_refdef.view.colorscale;
7361 c[1] *= 2 * r_refdef.view.colorscale;
7362 c[2] *= 2 * r_refdef.view.colorscale;
7364 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7365 c[3] *= r_wateralpha.value;
7367 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7369 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7370 GL_DepthMask(false);
7372 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7374 GL_BlendFunc(GL_ONE, GL_ONE);
7375 GL_DepthMask(false);
7377 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7379 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7380 GL_DepthMask(false);
7382 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7384 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7385 GL_DepthMask(false);
7389 GL_BlendFunc(GL_ONE, GL_ZERO);
7390 GL_DepthMask(writedepth);
7393 rsurface.lightmapcolor4f = NULL;
7395 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7397 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7399 rsurface.lightmapcolor4f = NULL;
7400 rsurface.lightmapcolor4f_bufferobject = 0;
7401 rsurface.lightmapcolor4f_bufferoffset = 0;
7403 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7405 qboolean applycolor = true;
7408 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7410 r_refdef.lightmapintensity = 1;
7411 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7412 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7416 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7418 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7419 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7420 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7423 if(!rsurface.lightmapcolor4f)
7424 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7426 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7427 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7428 if(r_refdef.fogenabled)
7429 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7431 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7432 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7435 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7438 RSurf_SetupDepthAndCulling();
7439 if (r_showsurfaces.integer == 3)
7440 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7441 else if (r_glsl.integer && gl_support_fragment_shader)
7442 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7443 else if (gl_combine.integer && r_textureunits.integer >= 2)
7444 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7446 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7450 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7453 RSurf_SetupDepthAndCulling();
7454 if (r_showsurfaces.integer == 3)
7455 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7456 else if (r_glsl.integer && gl_support_fragment_shader)
7457 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7458 else if (gl_combine.integer && r_textureunits.integer >= 2)
7459 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7461 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7465 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7468 int texturenumsurfaces, endsurface;
7470 msurface_t *surface;
7471 msurface_t *texturesurfacelist[1024];
7473 // if the model is static it doesn't matter what value we give for
7474 // wantnormals and wanttangents, so this logic uses only rules applicable
7475 // to a model, knowing that they are meaningless otherwise
7476 if (ent == r_refdef.scene.worldentity)
7477 RSurf_ActiveWorldEntity();
7478 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7479 RSurf_ActiveModelEntity(ent, false, false);
7481 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7483 for (i = 0;i < numsurfaces;i = j)
7486 surface = rsurface.modelsurfaces + surfacelist[i];
7487 texture = surface->texture;
7488 rsurface.texture = R_GetCurrentTexture(texture);
7489 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7490 // scan ahead until we find a different texture
7491 endsurface = min(i + 1024, numsurfaces);
7492 texturenumsurfaces = 0;
7493 texturesurfacelist[texturenumsurfaces++] = surface;
7494 for (;j < endsurface;j++)
7496 surface = rsurface.modelsurfaces + surfacelist[j];
7497 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7499 texturesurfacelist[texturenumsurfaces++] = surface;
7501 // render the range of surfaces
7502 if (ent == r_refdef.scene.worldentity)
7503 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7505 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7507 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7508 GL_AlphaTest(false);
7511 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7513 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7517 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7519 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7521 RSurf_SetupDepthAndCulling();
7522 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7523 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7525 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7527 RSurf_SetupDepthAndCulling();
7528 GL_AlphaTest(false);
7529 R_Mesh_ColorPointer(NULL, 0, 0);
7530 R_Mesh_ResetTextureState();
7531 R_SetupGenericShader(false);
7532 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7534 GL_BlendFunc(GL_ONE, GL_ZERO);
7535 GL_Color(0, 0, 0, 1);
7536 GL_DepthTest(writedepth);
7537 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7539 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7541 RSurf_SetupDepthAndCulling();
7542 GL_AlphaTest(false);
7543 R_Mesh_ColorPointer(NULL, 0, 0);
7544 R_Mesh_ResetTextureState();
7545 R_SetupGenericShader(false);
7546 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7548 GL_BlendFunc(GL_ONE, GL_ZERO);
7550 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7552 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7553 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7554 else if (!rsurface.texture->currentnumlayers)
7556 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7558 // transparent surfaces get pushed off into the transparent queue
7559 int surfacelistindex;
7560 const msurface_t *surface;
7561 vec3_t tempcenter, center;
7562 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7564 surface = texturesurfacelist[surfacelistindex];
7565 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7566 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7567 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7568 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7569 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7574 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7575 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7580 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7584 // break the surface list down into batches by texture and use of lightmapping
7585 for (i = 0;i < numsurfaces;i = j)
7588 // texture is the base texture pointer, rsurface.texture is the
7589 // current frame/skin the texture is directing us to use (for example
7590 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7591 // use skin 1 instead)
7592 texture = surfacelist[i]->texture;
7593 rsurface.texture = R_GetCurrentTexture(texture);
7594 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7595 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7597 // if this texture is not the kind we want, skip ahead to the next one
7598 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7602 // simply scan ahead until we find a different texture or lightmap state
7603 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7605 // render the range of surfaces
7606 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7610 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7615 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7617 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7619 RSurf_SetupDepthAndCulling();
7620 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7621 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7623 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7625 RSurf_SetupDepthAndCulling();
7626 GL_AlphaTest(false);
7627 R_Mesh_ColorPointer(NULL, 0, 0);
7628 R_Mesh_ResetTextureState();
7629 R_SetupGenericShader(false);
7630 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7632 GL_BlendFunc(GL_ONE, GL_ZERO);
7633 GL_Color(0, 0, 0, 1);
7634 GL_DepthTest(writedepth);
7635 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7637 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7639 RSurf_SetupDepthAndCulling();
7640 GL_AlphaTest(false);
7641 R_Mesh_ColorPointer(NULL, 0, 0);
7642 R_Mesh_ResetTextureState();
7643 R_SetupGenericShader(false);
7644 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7646 GL_BlendFunc(GL_ONE, GL_ZERO);
7648 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7650 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7651 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7652 else if (!rsurface.texture->currentnumlayers)
7654 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7656 // transparent surfaces get pushed off into the transparent queue
7657 int surfacelistindex;
7658 const msurface_t *surface;
7659 vec3_t tempcenter, center;
7660 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7662 surface = texturesurfacelist[surfacelistindex];
7663 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7664 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7665 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7666 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7667 if (queueentity->transparent_offset) // transparent offset
7669 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
7670 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
7671 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
7673 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7678 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7679 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7684 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7688 // break the surface list down into batches by texture and use of lightmapping
7689 for (i = 0;i < numsurfaces;i = j)
7692 // texture is the base texture pointer, rsurface.texture is the
7693 // current frame/skin the texture is directing us to use (for example
7694 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7695 // use skin 1 instead)
7696 texture = surfacelist[i]->texture;
7697 rsurface.texture = R_GetCurrentTexture(texture);
7698 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7699 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7701 // if this texture is not the kind we want, skip ahead to the next one
7702 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7706 // simply scan ahead until we find a different texture or lightmap state
7707 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7709 // render the range of surfaces
7710 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7714 float locboxvertex3f[6*4*3] =
7716 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7717 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7718 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7719 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7720 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7721 1,0,0, 0,0,0, 0,1,0, 1,1,0
7724 unsigned short locboxelements[6*2*3] =
7734 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7737 cl_locnode_t *loc = (cl_locnode_t *)ent;
7739 float vertex3f[6*4*3];
7741 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7742 GL_DepthMask(false);
7743 GL_DepthRange(0, 1);
7744 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7746 GL_CullFace(GL_NONE);
7747 R_Mesh_Matrix(&identitymatrix);
7749 R_Mesh_VertexPointer(vertex3f, 0, 0);
7750 R_Mesh_ColorPointer(NULL, 0, 0);
7751 R_Mesh_ResetTextureState();
7752 R_SetupGenericShader(false);
7755 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7756 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7757 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7758 surfacelist[0] < 0 ? 0.5f : 0.125f);
7760 if (VectorCompare(loc->mins, loc->maxs))
7762 VectorSet(size, 2, 2, 2);
7763 VectorMA(loc->mins, -0.5f, size, mins);
7767 VectorCopy(loc->mins, mins);
7768 VectorSubtract(loc->maxs, loc->mins, size);
7771 for (i = 0;i < 6*4*3;)
7772 for (j = 0;j < 3;j++, i++)
7773 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7775 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7778 void R_DrawLocs(void)
7781 cl_locnode_t *loc, *nearestloc;
7783 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7784 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7786 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7787 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7791 void R_DrawDebugModel(entity_render_t *ent)
7793 int i, j, k, l, flagsmask;
7794 const int *elements;
7796 msurface_t *surface;
7797 dp_model_t *model = ent->model;
7800 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7802 R_Mesh_ColorPointer(NULL, 0, 0);
7803 R_Mesh_ResetTextureState();
7804 R_SetupGenericShader(false);
7805 GL_DepthRange(0, 1);
7806 GL_DepthTest(!r_showdisabledepthtest.integer);
7807 GL_DepthMask(false);
7808 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7810 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7812 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7813 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7815 if (brush->colbrushf && brush->colbrushf->numtriangles)
7817 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7818 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7819 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7822 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7824 if (surface->num_collisiontriangles)
7826 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7827 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7828 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7833 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7835 if (r_showtris.integer || r_shownormals.integer)
7837 if (r_showdisabledepthtest.integer)
7839 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7840 GL_DepthMask(false);
7844 GL_BlendFunc(GL_ONE, GL_ZERO);
7847 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7849 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7851 rsurface.texture = R_GetCurrentTexture(surface->texture);
7852 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7854 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7855 if (r_showtris.value > 0)
7857 if (!rsurface.texture->currentlayers->depthmask)
7858 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7859 else if (ent == r_refdef.scene.worldentity)
7860 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7862 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7863 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7864 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7865 R_Mesh_ColorPointer(NULL, 0, 0);
7866 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7867 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7868 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7869 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7870 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7873 if (r_shownormals.value < 0)
7876 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7878 VectorCopy(rsurface.vertex3f + l * 3, v);
7879 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7880 qglVertex3f(v[0], v[1], v[2]);
7881 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7882 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7883 qglVertex3f(v[0], v[1], v[2]);
7888 if (r_shownormals.value > 0)
7891 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7893 VectorCopy(rsurface.vertex3f + l * 3, v);
7894 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7895 qglVertex3f(v[0], v[1], v[2]);
7896 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7897 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7898 qglVertex3f(v[0], v[1], v[2]);
7903 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7905 VectorCopy(rsurface.vertex3f + l * 3, v);
7906 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7907 qglVertex3f(v[0], v[1], v[2]);
7908 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7909 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7910 qglVertex3f(v[0], v[1], v[2]);
7915 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7917 VectorCopy(rsurface.vertex3f + l * 3, v);
7918 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7919 qglVertex3f(v[0], v[1], v[2]);
7920 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7921 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7922 qglVertex3f(v[0], v[1], v[2]);
7929 rsurface.texture = NULL;
7933 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7934 int r_maxsurfacelist = 0;
7935 msurface_t **r_surfacelist = NULL;
7936 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7938 int i, j, endj, f, flagsmask;
7940 dp_model_t *model = r_refdef.scene.worldmodel;
7941 msurface_t *surfaces;
7942 unsigned char *update;
7943 int numsurfacelist = 0;
7947 if (r_maxsurfacelist < model->num_surfaces)
7949 r_maxsurfacelist = model->num_surfaces;
7951 Mem_Free(r_surfacelist);
7952 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7955 RSurf_ActiveWorldEntity();
7957 surfaces = model->data_surfaces;
7958 update = model->brushq1.lightmapupdateflags;
7960 // update light styles on this submodel
7961 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7963 model_brush_lightstyleinfo_t *style;
7964 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7966 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7968 int *list = style->surfacelist;
7969 style->value = r_refdef.scene.lightstylevalue[style->style];
7970 for (j = 0;j < style->numsurfaces;j++)
7971 update[list[j]] = true;
7976 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7980 R_DrawDebugModel(r_refdef.scene.worldentity);
7981 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7987 rsurface.uselightmaptexture = false;
7988 rsurface.texture = NULL;
7989 rsurface.rtlight = NULL;
7991 // add visible surfaces to draw list
7992 for (i = 0;i < model->nummodelsurfaces;i++)
7994 j = model->sortedmodelsurfaces[i];
7995 if (r_refdef.viewcache.world_surfacevisible[j])
7996 r_surfacelist[numsurfacelist++] = surfaces + j;
7998 // update lightmaps if needed
8000 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8001 if (r_refdef.viewcache.world_surfacevisible[j])
8003 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
8004 // don't do anything if there were no surfaces
8005 if (!numsurfacelist)
8007 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8010 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8011 GL_AlphaTest(false);
8013 // add to stats if desired
8014 if (r_speeds.integer && !skysurfaces && !depthonly)
8016 r_refdef.stats.world_surfaces += numsurfacelist;
8017 for (j = 0;j < numsurfacelist;j++)
8018 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
8020 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8023 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8025 int i, j, endj, f, flagsmask;
8027 dp_model_t *model = ent->model;
8028 msurface_t *surfaces;
8029 unsigned char *update;
8030 int numsurfacelist = 0;
8034 if (r_maxsurfacelist < model->num_surfaces)
8036 r_maxsurfacelist = model->num_surfaces;
8038 Mem_Free(r_surfacelist);
8039 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8042 // if the model is static it doesn't matter what value we give for
8043 // wantnormals and wanttangents, so this logic uses only rules applicable
8044 // to a model, knowing that they are meaningless otherwise
8045 if (ent == r_refdef.scene.worldentity)
8046 RSurf_ActiveWorldEntity();
8047 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8048 RSurf_ActiveModelEntity(ent, false, false);
8050 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
8052 surfaces = model->data_surfaces;
8053 update = model->brushq1.lightmapupdateflags;
8055 // update light styles
8056 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8058 model_brush_lightstyleinfo_t *style;
8059 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8061 if (style->value != r_refdef.scene.lightstylevalue[style->style])
8063 int *list = style->surfacelist;
8064 style->value = r_refdef.scene.lightstylevalue[style->style];
8065 for (j = 0;j < style->numsurfaces;j++)
8066 update[list[j]] = true;
8071 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8075 R_DrawDebugModel(ent);
8076 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8082 rsurface.uselightmaptexture = false;
8083 rsurface.texture = NULL;
8084 rsurface.rtlight = NULL;
8086 // add visible surfaces to draw list
8087 for (i = 0;i < model->nummodelsurfaces;i++)
8088 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8089 // don't do anything if there were no surfaces
8090 if (!numsurfacelist)
8092 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8095 // update lightmaps if needed
8097 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8099 R_BuildLightMap(ent, surfaces + j);
8100 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8101 GL_AlphaTest(false);
8103 // add to stats if desired
8104 if (r_speeds.integer && !skysurfaces && !depthonly)
8106 r_refdef.stats.entities_surfaces += numsurfacelist;
8107 for (j = 0;j < numsurfacelist;j++)
8108 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8110 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity