2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CF_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CF_CLIENT | CF_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CF_CLIENT | CF_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
234 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
241 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
250 // FIXME: This cvar would grow to a ridiculous size after several launches and clean exits when used during surface sorting.
251 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
252 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
254 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
255 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
256 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
257 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
260 cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
261 cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
262 cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
264 extern cvar_t v_glslgamma_2d;
266 extern qbool v_flipped_state;
268 r_framebufferstate_t r_fb;
270 /// shadow volume bsp struct with automatically growing nodes buffer
273 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
275 rtexture_t *r_texture_blanknormalmap;
276 rtexture_t *r_texture_white;
277 rtexture_t *r_texture_grey128;
278 rtexture_t *r_texture_black;
279 rtexture_t *r_texture_notexture;
280 rtexture_t *r_texture_whitecube;
281 rtexture_t *r_texture_normalizationcube;
282 rtexture_t *r_texture_fogattenuation;
283 rtexture_t *r_texture_fogheighttexture;
284 rtexture_t *r_texture_gammaramps;
285 unsigned int r_texture_gammaramps_serial;
286 //rtexture_t *r_texture_fogintensity;
287 rtexture_t *r_texture_reflectcube;
289 // TODO: hash lookups?
290 typedef struct cubemapinfo_s
297 int r_texture_numcubemaps;
298 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
300 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
301 unsigned int r_numqueries;
302 unsigned int r_maxqueries;
304 typedef struct r_qwskincache_s
306 char name[MAX_QPATH];
307 skinframe_t *skinframe;
311 static r_qwskincache_t *r_qwskincache;
312 static int r_qwskincache_size;
314 /// vertex coordinates for a quad that covers the screen exactly
315 extern const float r_screenvertex3f[12];
316 const float r_screenvertex3f[12] =
324 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
327 for (i = 0;i < verts;i++)
338 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
341 for (i = 0;i < verts;i++)
351 // FIXME: move this to client?
354 if (gamemode == GAME_NEHAHRA)
356 Cvar_Set(&cvars_all, "gl_fogenable", "0");
357 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
358 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
359 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
360 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
362 r_refdef.fog_density = 0;
363 r_refdef.fog_red = 0;
364 r_refdef.fog_green = 0;
365 r_refdef.fog_blue = 0;
366 r_refdef.fog_alpha = 1;
367 r_refdef.fog_start = 0;
368 r_refdef.fog_end = 16384;
369 r_refdef.fog_height = 1<<30;
370 r_refdef.fog_fadedepth = 128;
371 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
374 static void R_BuildBlankTextures(void)
376 unsigned char data[4];
377 data[2] = 128; // normal X
378 data[1] = 128; // normal Y
379 data[0] = 255; // normal Z
380 data[3] = 255; // height
381 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
396 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
399 static void R_BuildNoTexture(void)
401 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
404 static void R_BuildWhiteCube(void)
406 unsigned char data[6*1*1*4];
407 memset(data, 255, sizeof(data));
408 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
411 static void R_BuildNormalizationCube(void)
415 vec_t s, t, intensity;
418 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
419 for (side = 0;side < 6;side++)
421 for (y = 0;y < NORMSIZE;y++)
423 for (x = 0;x < NORMSIZE;x++)
425 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
426 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
461 intensity = 127.0f / sqrt(DotProduct(v, v));
462 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
463 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
464 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
465 data[((side*64+y)*64+x)*4+3] = 255;
469 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
473 static void R_BuildFogTexture(void)
477 unsigned char data1[FOGWIDTH][4];
478 //unsigned char data2[FOGWIDTH][4];
481 r_refdef.fogmasktable_start = r_refdef.fog_start;
482 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
483 r_refdef.fogmasktable_range = r_refdef.fogrange;
484 r_refdef.fogmasktable_density = r_refdef.fog_density;
486 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
487 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
489 d = (x * r - r_refdef.fogmasktable_start);
490 if(developer_extra.integer)
491 Con_DPrintf("%f ", d);
493 if (r_fog_exp2.integer)
494 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
496 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
497 if(developer_extra.integer)
498 Con_DPrintf(" : %f ", alpha);
499 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
500 if(developer_extra.integer)
501 Con_DPrintf(" = %f\n", alpha);
502 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
505 for (x = 0;x < FOGWIDTH;x++)
507 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
512 //data2[x][0] = 255 - b;
513 //data2[x][1] = 255 - b;
514 //data2[x][2] = 255 - b;
517 if (r_texture_fogattenuation)
519 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
520 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
524 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
525 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
529 static void R_BuildFogHeightTexture(void)
531 unsigned char *inpixels;
539 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
540 if (r_refdef.fogheighttexturename[0])
541 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
544 r_refdef.fog_height_tablesize = 0;
545 if (r_texture_fogheighttexture)
546 R_FreeTexture(r_texture_fogheighttexture);
547 r_texture_fogheighttexture = NULL;
548 if (r_refdef.fog_height_table2d)
549 Mem_Free(r_refdef.fog_height_table2d);
550 r_refdef.fog_height_table2d = NULL;
551 if (r_refdef.fog_height_table1d)
552 Mem_Free(r_refdef.fog_height_table1d);
553 r_refdef.fog_height_table1d = NULL;
557 r_refdef.fog_height_tablesize = size;
558 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
559 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
560 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
562 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
563 // average fog color table accounting for every fog layer between a point
564 // and the camera. (Note: attenuation is handled separately!)
565 for (y = 0;y < size;y++)
567 for (x = 0;x < size;x++)
573 for (j = x;j <= y;j++)
575 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
581 for (j = x;j >= y;j--)
583 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
588 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
589 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
590 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
591 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
594 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
597 //=======================================================================================================================================================
599 static const char *builtinshaderstrings[] =
601 #include "shader_glsl.h"
605 //=======================================================================================================================================================
607 typedef struct shaderpermutationinfo_s
612 shaderpermutationinfo_t;
614 typedef struct shadermodeinfo_s
616 const char *sourcebasename;
617 const char *extension;
618 const char **builtinshaderstrings;
627 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
628 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
630 {"#define USEDIFFUSE\n", " diffuse"},
631 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
632 {"#define USEVIEWTINT\n", " viewtint"},
633 {"#define USECOLORMAPPING\n", " colormapping"},
634 {"#define USESATURATION\n", " saturation"},
635 {"#define USEFOGINSIDE\n", " foginside"},
636 {"#define USEFOGOUTSIDE\n", " fogoutside"},
637 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
638 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
639 {"#define USEGAMMARAMPS\n", " gammaramps"},
640 {"#define USECUBEFILTER\n", " cubefilter"},
641 {"#define USEGLOW\n", " glow"},
642 {"#define USEBLOOM\n", " bloom"},
643 {"#define USESPECULAR\n", " specular"},
644 {"#define USEPOSTPROCESSING\n", " postprocessing"},
645 {"#define USEREFLECTION\n", " reflection"},
646 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
647 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
648 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
649 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
650 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
651 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
652 {"#define USEALPHAKILL\n", " alphakill"},
653 {"#define USEREFLECTCUBE\n", " reflectcube"},
654 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
655 {"#define USEBOUNCEGRID\n", " bouncegrid"},
656 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
657 {"#define USETRIPPY\n", " trippy"},
658 {"#define USEDEPTHRGB\n", " depthrgb"},
659 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
660 {"#define USESKELETAL\n", " skeletal"},
661 {"#define USEOCCLUDE\n", " occlude"}
664 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
665 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
667 // SHADERLANGUAGE_GLSL
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
681 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
682 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
683 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
684 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
685 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
689 struct r_glsl_permutation_s;
690 typedef struct r_glsl_permutation_s
693 struct r_glsl_permutation_s *hashnext;
695 uint64_t permutation;
697 /// indicates if we have tried compiling this permutation already
699 /// 0 if compilation failed
701 // texture units assigned to each detected uniform
702 int tex_Texture_First;
703 int tex_Texture_Second;
704 int tex_Texture_GammaRamps;
705 int tex_Texture_Normal;
706 int tex_Texture_Color;
707 int tex_Texture_Gloss;
708 int tex_Texture_Glow;
709 int tex_Texture_SecondaryNormal;
710 int tex_Texture_SecondaryColor;
711 int tex_Texture_SecondaryGloss;
712 int tex_Texture_SecondaryGlow;
713 int tex_Texture_Pants;
714 int tex_Texture_Shirt;
715 int tex_Texture_FogHeightTexture;
716 int tex_Texture_FogMask;
717 int tex_Texture_LightGrid;
718 int tex_Texture_Lightmap;
719 int tex_Texture_Deluxemap;
720 int tex_Texture_Attenuation;
721 int tex_Texture_Cube;
722 int tex_Texture_Refraction;
723 int tex_Texture_Reflection;
724 int tex_Texture_ShadowMap2D;
725 int tex_Texture_CubeProjection;
726 int tex_Texture_ScreenNormalMap;
727 int tex_Texture_ScreenDiffuse;
728 int tex_Texture_ScreenSpecular;
729 int tex_Texture_ReflectMask;
730 int tex_Texture_ReflectCube;
731 int tex_Texture_BounceGrid;
732 /// locations of detected uniforms in program object, or -1 if not found
733 int loc_Texture_First;
734 int loc_Texture_Second;
735 int loc_Texture_GammaRamps;
736 int loc_Texture_Normal;
737 int loc_Texture_Color;
738 int loc_Texture_Gloss;
739 int loc_Texture_Glow;
740 int loc_Texture_SecondaryNormal;
741 int loc_Texture_SecondaryColor;
742 int loc_Texture_SecondaryGloss;
743 int loc_Texture_SecondaryGlow;
744 int loc_Texture_Pants;
745 int loc_Texture_Shirt;
746 int loc_Texture_FogHeightTexture;
747 int loc_Texture_FogMask;
748 int loc_Texture_LightGrid;
749 int loc_Texture_Lightmap;
750 int loc_Texture_Deluxemap;
751 int loc_Texture_Attenuation;
752 int loc_Texture_Cube;
753 int loc_Texture_Refraction;
754 int loc_Texture_Reflection;
755 int loc_Texture_ShadowMap2D;
756 int loc_Texture_CubeProjection;
757 int loc_Texture_ScreenNormalMap;
758 int loc_Texture_ScreenDiffuse;
759 int loc_Texture_ScreenSpecular;
760 int loc_Texture_ReflectMask;
761 int loc_Texture_ReflectCube;
762 int loc_Texture_BounceGrid;
764 int loc_BloomBlur_Parameters;
766 int loc_Color_Ambient;
767 int loc_Color_Diffuse;
768 int loc_Color_Specular;
772 int loc_DeferredColor_Ambient;
773 int loc_DeferredColor_Diffuse;
774 int loc_DeferredColor_Specular;
775 int loc_DeferredMod_Diffuse;
776 int loc_DeferredMod_Specular;
777 int loc_DistortScaleRefractReflect;
780 int loc_FogHeightFade;
782 int loc_FogPlaneViewDist;
783 int loc_FogRangeRecip;
786 int loc_LightGridMatrix;
787 int loc_LightGridNormalMatrix;
788 int loc_LightPosition;
789 int loc_OffsetMapping_ScaleSteps;
790 int loc_OffsetMapping_LodDistance;
791 int loc_OffsetMapping_Bias;
793 int loc_ReflectColor;
794 int loc_ReflectFactor;
795 int loc_ReflectOffset;
796 int loc_RefractColor;
798 int loc_ScreenCenterRefractReflect;
799 int loc_ScreenScaleRefractReflect;
800 int loc_ScreenToDepth;
801 int loc_ShadowMap_Parameters;
802 int loc_ShadowMap_TextureScale;
803 int loc_SpecularPower;
804 int loc_Skeletal_Transform12;
810 int loc_ViewTintColor;
812 int loc_ModelToLight;
814 int loc_BackgroundTexMatrix;
815 int loc_ModelViewProjectionMatrix;
816 int loc_ModelViewMatrix;
817 int loc_PixelToScreenTexCoord;
818 int loc_ModelToReflectCube;
819 int loc_ShadowMapMatrix;
820 int loc_BloomColorSubtract;
821 int loc_NormalmapScrollBlend;
822 int loc_BounceGridMatrix;
823 int loc_BounceGridIntensity;
824 /// uniform block bindings
825 int ubibind_Skeletal_Transform12_UniformBlock;
826 /// uniform block indices
827 int ubiloc_Skeletal_Transform12_UniformBlock;
829 r_glsl_permutation_t;
831 #define SHADERPERMUTATION_HASHSIZE 256
834 // non-degradable "lightweight" shader parameters to keep the permutations simpler
835 // these can NOT degrade! only use for simple stuff
838 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
839 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
840 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
841 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
842 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
843 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
844 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
845 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
846 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
847 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
848 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
849 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
850 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
851 SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
852 SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
854 #define SHADERSTATICPARMS_COUNT 15
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
862 extern qbool r_shadow_shadowmapsampler;
863 extern int r_shadow_shadowmappcf;
864 qbool R_CompileShader_CheckStaticParms(void)
866 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
867 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
868 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
871 if (r_glsl_saturation_redcompensate.integer)
872 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
873 if (r_glsl_vertextextureblend_usebothalphas.integer)
874 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
875 if (r_shadow_glossexact.integer)
876 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
877 if (r_glsl_postprocess.integer)
879 if (r_glsl_postprocess_uservec1_enable.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
881 if (r_glsl_postprocess_uservec2_enable.integer)
882 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
883 if (r_glsl_postprocess_uservec3_enable.integer)
884 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
885 if (r_glsl_postprocess_uservec4_enable.integer)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
890 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
893 if (r_shadow_shadowmapsampler)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
895 if (r_shadow_shadowmappcf > 1)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
897 else if (r_shadow_shadowmappcf)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
899 if (r_celshading.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
901 if (r_celoutlines.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
903 if (r_colorfringe.value)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
906 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
909 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
910 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
911 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
913 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
914 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
916 shaderstaticparms_count = 0;
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
936 /// information about each possible shader permutation
937 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
938 /// currently selected permutation
939 r_glsl_permutation_t *r_glsl_permutation;
940 /// storage for permutations linked in the hash table
941 memexpandablearray_t r_glsl_permutationarray;
943 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
945 //unsigned int hashdepth = 0;
946 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
947 r_glsl_permutation_t *p;
948 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
950 if (p->mode == mode && p->permutation == permutation)
952 //if (hashdepth > 10)
953 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
958 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
960 p->permutation = permutation;
961 p->hashnext = r_glsl_permutationhash[mode][hashindex];
962 r_glsl_permutationhash[mode][hashindex] = p;
963 //if (hashdepth > 10)
964 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
968 static char *R_ShaderStrCat(const char **strings)
971 const char **p = strings;
974 for (p = strings;(t = *p);p++)
977 s = string = (char *)Mem_Alloc(r_main_mempool, len);
979 for (p = strings;(t = *p);p++)
989 static char *R_ShaderStrCat(const char **strings);
990 static void R_InitShaderModeInfo(void)
993 shadermodeinfo_t *modeinfo;
994 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
995 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
997 for (i = 0; i < SHADERMODE_COUNT; i++)
999 char filename[MAX_QPATH];
1000 modeinfo = &shadermodeinfo[language][i];
1001 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1002 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1003 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1004 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1009 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1012 // if the mode has no filename we have to return the builtin string
1013 if (builtinonly || !modeinfo->filename)
1014 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1015 // note that FS_LoadFile appends a 0 byte to make it a valid string
1016 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1019 if (printfromdisknotice)
1020 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1021 return shaderstring;
1023 // fall back to builtinstring
1024 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1027 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1032 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1034 char permutationname[256];
1035 int vertstrings_count = 0;
1036 int geomstrings_count = 0;
1037 int fragstrings_count = 0;
1038 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1039 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1040 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1047 permutationname[0] = 0;
1048 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1050 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1052 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1053 if(vid.support.glshaderversion >= 140)
1055 vertstrings_list[vertstrings_count++] = "#version 140\n";
1056 geomstrings_list[geomstrings_count++] = "#version 140\n";
1057 fragstrings_list[fragstrings_count++] = "#version 140\n";
1058 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1059 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1060 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1062 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1063 else if(vid.support.glshaderversion >= 130)
1065 vertstrings_list[vertstrings_count++] = "#version 130\n";
1066 geomstrings_list[geomstrings_count++] = "#version 130\n";
1067 fragstrings_list[fragstrings_count++] = "#version 130\n";
1068 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1069 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1070 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1072 // if we can do #version 120, we should (this adds the invariant keyword)
1073 else if(vid.support.glshaderversion >= 120)
1075 vertstrings_list[vertstrings_count++] = "#version 120\n";
1076 geomstrings_list[geomstrings_count++] = "#version 120\n";
1077 fragstrings_list[fragstrings_count++] = "#version 120\n";
1078 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1079 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1080 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1082 // GLES also adds several things from GLSL120
1083 switch(vid.renderpath)
1085 case RENDERPATH_GLES2:
1086 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1087 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1088 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1094 // the first pretext is which type of shader to compile as
1095 // (later these will all be bound together as a program object)
1096 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1097 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1098 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1100 // the second pretext is the mode (for example a light source)
1101 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1102 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1103 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1104 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1106 // now add all the permutation pretexts
1107 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1109 if (permutation & (1ll<<i))
1111 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1112 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1113 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1114 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1118 // keep line numbers correct
1119 vertstrings_list[vertstrings_count++] = "\n";
1120 geomstrings_list[geomstrings_count++] = "\n";
1121 fragstrings_list[fragstrings_count++] = "\n";
1126 R_CompileShader_AddStaticParms(mode, permutation);
1127 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1128 vertstrings_count += shaderstaticparms_count;
1129 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1130 geomstrings_count += shaderstaticparms_count;
1131 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1132 fragstrings_count += shaderstaticparms_count;
1134 // now append the shader text itself
1135 vertstrings_list[vertstrings_count++] = sourcestring;
1136 geomstrings_list[geomstrings_count++] = sourcestring;
1137 fragstrings_list[fragstrings_count++] = sourcestring;
1139 // we don't currently use geometry shaders for anything, so just empty the list
1140 geomstrings_count = 0;
1142 // compile the shader program
1143 if (vertstrings_count + geomstrings_count + fragstrings_count)
1144 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1148 qglUseProgram(p->program);CHECKGLERROR
1149 // look up all the uniform variable names we care about, so we don't
1150 // have to look them up every time we set them
1155 GLint activeuniformindex = 0;
1156 GLint numactiveuniforms = 0;
1157 char uniformname[128];
1158 GLsizei uniformnamelength = 0;
1159 GLint uniformsize = 0;
1160 GLenum uniformtype = 0;
1161 memset(uniformname, 0, sizeof(uniformname));
1162 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1163 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1164 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1166 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1167 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1172 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1173 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1174 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1175 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1176 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1177 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1178 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1179 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1180 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1181 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1182 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1183 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1184 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1185 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1186 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1187 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1188 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1189 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1190 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1191 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1192 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1193 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1194 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1195 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1196 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1197 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1198 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1199 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1200 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1201 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1202 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1203 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1204 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1205 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1206 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1207 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1208 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1209 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1210 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1211 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1212 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1213 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1214 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1215 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1216 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1217 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1218 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1219 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1220 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1221 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1222 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1223 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1224 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1225 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1226 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1227 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1228 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1229 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1230 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1231 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1232 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1233 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1234 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1235 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1236 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1237 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1238 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1239 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1240 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1241 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1242 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1243 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1244 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1245 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1246 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1247 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1248 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1249 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1250 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1251 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1252 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1253 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1254 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1255 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1256 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1257 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1258 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1259 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1260 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1261 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1262 // initialize the samplers to refer to the texture units we use
1263 p->tex_Texture_First = -1;
1264 p->tex_Texture_Second = -1;
1265 p->tex_Texture_GammaRamps = -1;
1266 p->tex_Texture_Normal = -1;
1267 p->tex_Texture_Color = -1;
1268 p->tex_Texture_Gloss = -1;
1269 p->tex_Texture_Glow = -1;
1270 p->tex_Texture_SecondaryNormal = -1;
1271 p->tex_Texture_SecondaryColor = -1;
1272 p->tex_Texture_SecondaryGloss = -1;
1273 p->tex_Texture_SecondaryGlow = -1;
1274 p->tex_Texture_Pants = -1;
1275 p->tex_Texture_Shirt = -1;
1276 p->tex_Texture_FogHeightTexture = -1;
1277 p->tex_Texture_FogMask = -1;
1278 p->tex_Texture_LightGrid = -1;
1279 p->tex_Texture_Lightmap = -1;
1280 p->tex_Texture_Deluxemap = -1;
1281 p->tex_Texture_Attenuation = -1;
1282 p->tex_Texture_Cube = -1;
1283 p->tex_Texture_Refraction = -1;
1284 p->tex_Texture_Reflection = -1;
1285 p->tex_Texture_ShadowMap2D = -1;
1286 p->tex_Texture_CubeProjection = -1;
1287 p->tex_Texture_ScreenNormalMap = -1;
1288 p->tex_Texture_ScreenDiffuse = -1;
1289 p->tex_Texture_ScreenSpecular = -1;
1290 p->tex_Texture_ReflectMask = -1;
1291 p->tex_Texture_ReflectCube = -1;
1292 p->tex_Texture_BounceGrid = -1;
1293 // bind the texture samplers in use
1295 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1296 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1297 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1298 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1299 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1300 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1301 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1302 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1303 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1304 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1305 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1306 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1307 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1308 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1309 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1310 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1311 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1312 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1313 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1314 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1315 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1316 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1317 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1318 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1319 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1320 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1321 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1322 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1323 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1324 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1325 // get the uniform block indices so we can bind them
1326 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1327 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1328 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1330 // clear the uniform block bindings
1331 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1332 // bind the uniform blocks in use
1334 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1335 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1337 // we're done compiling and setting up the shader, at least until it is used
1339 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1342 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1346 Mem_Free(sourcestring);
1349 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1351 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1352 if (r_glsl_permutation != perm)
1354 r_glsl_permutation = perm;
1355 if (!r_glsl_permutation->program)
1357 if (!r_glsl_permutation->compiled)
1359 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1360 R_GLSL_CompilePermutation(perm, mode, permutation);
1362 if (!r_glsl_permutation->program)
1364 // remove features until we find a valid permutation
1366 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1368 // reduce i more quickly whenever it would not remove any bits
1369 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1370 if (!(permutation & j))
1373 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1374 if (!r_glsl_permutation->compiled)
1375 R_GLSL_CompilePermutation(perm, mode, permutation);
1376 if (r_glsl_permutation->program)
1379 if (i >= SHADERPERMUTATION_COUNT)
1381 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1382 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1383 qglUseProgram(0);CHECKGLERROR
1384 return; // no bit left to clear, entire mode is broken
1389 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1391 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1392 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1393 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1397 void R_GLSL_Restart_f(cmd_state_t *cmd)
1399 unsigned int i, limit;
1400 switch(vid.renderpath)
1402 case RENDERPATH_GL32:
1403 case RENDERPATH_GLES2:
1405 r_glsl_permutation_t *p;
1406 r_glsl_permutation = NULL;
1407 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1408 for (i = 0;i < limit;i++)
1410 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1412 GL_Backend_FreeProgram(p->program);
1413 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1416 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1422 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1424 int i, language, mode, dupe;
1426 shadermodeinfo_t *modeinfo;
1429 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1431 modeinfo = shadermodeinfo[language];
1432 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1434 // don't dump the same file multiple times (most or all shaders come from the same file)
1435 for (dupe = mode - 1;dupe >= 0;dupe--)
1436 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1440 text = modeinfo[mode].builtinstring;
1443 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1446 FS_Print(file, "/* The engine may define the following macros:\n");
1447 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1448 for (i = 0;i < SHADERMODE_COUNT;i++)
1449 FS_Print(file, modeinfo[i].pretext);
1450 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1451 FS_Print(file, shaderpermutationinfo[i].pretext);
1452 FS_Print(file, "*/\n");
1453 FS_Print(file, text);
1455 Con_Printf("%s written\n", modeinfo[mode].filename);
1458 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1463 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1465 uint64_t permutation = 0;
1466 if (r_trippy.integer && !notrippy)
1467 permutation |= SHADERPERMUTATION_TRIPPY;
1468 permutation |= SHADERPERMUTATION_VIEWTINT;
1470 permutation |= SHADERPERMUTATION_DIFFUSE;
1471 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1472 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1473 if (suppresstexalpha)
1474 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1475 if (vid.allowalphatocoverage)
1476 GL_AlphaToCoverage(false);
1477 switch (vid.renderpath)
1479 case RENDERPATH_GL32:
1480 case RENDERPATH_GLES2:
1481 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1482 if (r_glsl_permutation->tex_Texture_First >= 0)
1483 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1484 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1485 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1490 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1492 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1495 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1497 uint64_t permutation = 0;
1498 if (r_trippy.integer && !notrippy)
1499 permutation |= SHADERPERMUTATION_TRIPPY;
1501 permutation |= SHADERPERMUTATION_DEPTHRGB;
1503 permutation |= SHADERPERMUTATION_SKELETAL;
1505 if (vid.allowalphatocoverage)
1506 GL_AlphaToCoverage(false);
1507 switch (vid.renderpath)
1509 case RENDERPATH_GL32:
1510 case RENDERPATH_GLES2:
1511 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1512 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1513 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1519 #define BLENDFUNC_ALLOWS_COLORMOD 1
1520 #define BLENDFUNC_ALLOWS_FOG 2
1521 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1522 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1523 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1524 static int R_BlendFuncFlags(int src, int dst)
1528 // a blendfunc allows colormod if:
1529 // a) it can never keep the destination pixel invariant, or
1530 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1531 // this is to prevent unintended side effects from colormod
1533 // a blendfunc allows fog if:
1534 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1535 // this is to prevent unintended side effects from fog
1537 // these checks are the output of fogeval.pl
1539 r |= BLENDFUNC_ALLOWS_COLORMOD;
1540 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1541 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1542 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1544 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1545 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1547 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1548 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1549 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1551 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1552 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1553 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1554 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1555 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1557 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1558 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1559 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1560 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1565 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
1567 // select a permutation of the lighting shader appropriate to this
1568 // combination of texture, entity, light source, and fogging, only use the
1569 // minimum features necessary to avoid wasting rendering time in the
1570 // fragment shader on features that are not being used
1571 uint64_t permutation = 0;
1572 unsigned int mode = 0;
1574 texture_t *t = rsurface.texture;
1576 matrix4x4_t tempmatrix;
1577 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1578 if (r_trippy.integer && !notrippy)
1579 permutation |= SHADERPERMUTATION_TRIPPY;
1580 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1581 permutation |= SHADERPERMUTATION_ALPHAKILL;
1582 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1583 permutation |= SHADERPERMUTATION_OCCLUDE;
1584 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1585 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1586 if (rsurfacepass == RSURFPASS_BACKGROUND)
1588 // distorted background
1589 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1591 mode = SHADERMODE_WATER;
1592 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1593 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1594 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1596 // this is the right thing to do for wateralpha
1597 GL_BlendFunc(GL_ONE, GL_ZERO);
1598 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1602 // this is the right thing to do for entity alpha
1603 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1607 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1609 mode = SHADERMODE_REFRACTION;
1610 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1611 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1612 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1613 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1617 mode = SHADERMODE_GENERIC;
1618 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1619 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1622 if (vid.allowalphatocoverage)
1623 GL_AlphaToCoverage(false);
1625 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1627 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1629 switch(t->offsetmapping)
1631 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1632 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1633 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1634 case OFFSETMAPPING_OFF: break;
1637 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1638 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1639 // normalmap (deferred prepass), may use alpha test on diffuse
1640 mode = SHADERMODE_DEFERREDGEOMETRY;
1641 GL_BlendFunc(GL_ONE, GL_ZERO);
1642 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1643 if (vid.allowalphatocoverage)
1644 GL_AlphaToCoverage(false);
1646 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1648 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1650 switch(t->offsetmapping)
1652 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1653 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1654 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1655 case OFFSETMAPPING_OFF: break;
1658 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1659 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1660 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1661 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1663 mode = SHADERMODE_LIGHTSOURCE;
1664 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1665 permutation |= SHADERPERMUTATION_CUBEFILTER;
1666 if (VectorLength2(rtlightdiffuse) > 0)
1667 permutation |= SHADERPERMUTATION_DIFFUSE;
1668 if (VectorLength2(rtlightspecular) > 0)
1669 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1670 if (r_refdef.fogenabled)
1671 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1672 if (t->colormapping)
1673 permutation |= SHADERPERMUTATION_COLORMAPPING;
1674 if (r_shadow_usingshadowmap2d)
1676 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1677 if(r_shadow_shadowmapvsdct)
1678 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1680 if (r_shadow_shadowmap2ddepthbuffer)
1681 permutation |= SHADERPERMUTATION_DEPTHRGB;
1683 if (t->reflectmasktexture)
1684 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1685 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1686 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1687 if (vid.allowalphatocoverage)
1688 GL_AlphaToCoverage(false);
1690 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1692 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1694 switch(t->offsetmapping)
1696 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1697 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1698 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1699 case OFFSETMAPPING_OFF: break;
1702 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1703 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1704 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1705 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1706 // directional model lighting
1707 mode = SHADERMODE_LIGHTGRID;
1708 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1709 permutation |= SHADERPERMUTATION_GLOW;
1710 permutation |= SHADERPERMUTATION_DIFFUSE;
1711 if (t->glosstexture || t->backgroundglosstexture)
1712 permutation |= SHADERPERMUTATION_SPECULAR;
1713 if (r_refdef.fogenabled)
1714 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1715 if (t->colormapping)
1716 permutation |= SHADERPERMUTATION_COLORMAPPING;
1717 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1719 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1720 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1722 if (r_shadow_shadowmap2ddepthbuffer)
1723 permutation |= SHADERPERMUTATION_DEPTHRGB;
1725 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1726 permutation |= SHADERPERMUTATION_REFLECTION;
1727 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1728 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1729 if (t->reflectmasktexture)
1730 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1731 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1733 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1734 if (r_shadow_bouncegrid_state.directional)
1735 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1737 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1738 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1739 // when using alphatocoverage, we don't need alphakill
1740 if (vid.allowalphatocoverage)
1742 if (r_transparent_alphatocoverage.integer)
1744 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1745 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1748 GL_AlphaToCoverage(false);
1751 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1753 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1755 switch(t->offsetmapping)
1757 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1758 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1759 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1760 case OFFSETMAPPING_OFF: break;
1763 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1764 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1765 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1766 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1767 // directional model lighting
1768 mode = SHADERMODE_LIGHTDIRECTION;
1769 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1770 permutation |= SHADERPERMUTATION_GLOW;
1771 if (VectorLength2(t->render_modellight_diffuse))
1772 permutation |= SHADERPERMUTATION_DIFFUSE;
1773 if (VectorLength2(t->render_modellight_specular) > 0)
1774 permutation |= SHADERPERMUTATION_SPECULAR;
1775 if (r_refdef.fogenabled)
1776 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1777 if (t->colormapping)
1778 permutation |= SHADERPERMUTATION_COLORMAPPING;
1779 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1781 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1782 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1784 if (r_shadow_shadowmap2ddepthbuffer)
1785 permutation |= SHADERPERMUTATION_DEPTHRGB;
1787 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1788 permutation |= SHADERPERMUTATION_REFLECTION;
1789 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1790 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1791 if (t->reflectmasktexture)
1792 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1793 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1795 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1796 if (r_shadow_bouncegrid_state.directional)
1797 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1799 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1800 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1801 // when using alphatocoverage, we don't need alphakill
1802 if (vid.allowalphatocoverage)
1804 if (r_transparent_alphatocoverage.integer)
1806 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1807 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1810 GL_AlphaToCoverage(false);
1815 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1817 switch(t->offsetmapping)
1819 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1820 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1821 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1822 case OFFSETMAPPING_OFF: break;
1825 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1826 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1827 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1828 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1830 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1831 permutation |= SHADERPERMUTATION_GLOW;
1832 if (r_refdef.fogenabled && !ui)
1833 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1834 if (t->colormapping)
1835 permutation |= SHADERPERMUTATION_COLORMAPPING;
1836 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1838 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1839 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1841 if (r_shadow_shadowmap2ddepthbuffer)
1842 permutation |= SHADERPERMUTATION_DEPTHRGB;
1844 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1845 permutation |= SHADERPERMUTATION_REFLECTION;
1846 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1847 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1848 if (t->reflectmasktexture)
1849 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1850 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1852 // deluxemapping (light direction texture)
1853 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1854 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1856 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1857 permutation |= SHADERPERMUTATION_DIFFUSE;
1858 if (VectorLength2(t->render_lightmap_specular) > 0)
1859 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1861 else if (r_glsl_deluxemapping.integer >= 2)
1863 // fake deluxemapping (uniform light direction in tangentspace)
1864 if (rsurface.uselightmaptexture)
1865 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1867 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1868 permutation |= SHADERPERMUTATION_DIFFUSE;
1869 if (VectorLength2(t->render_lightmap_specular) > 0)
1870 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1872 else if (rsurface.uselightmaptexture)
1874 // ordinary lightmapping (q1bsp, q3bsp)
1875 mode = SHADERMODE_LIGHTMAP;
1879 // ordinary vertex coloring (q3bsp)
1880 mode = SHADERMODE_VERTEXCOLOR;
1882 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1884 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1885 if (r_shadow_bouncegrid_state.directional)
1886 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1888 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1889 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1890 // when using alphatocoverage, we don't need alphakill
1891 if (vid.allowalphatocoverage)
1893 if (r_transparent_alphatocoverage.integer)
1895 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1896 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1899 GL_AlphaToCoverage(false);
1902 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1903 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1904 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
1905 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1906 switch(vid.renderpath)
1908 case RENDERPATH_GL32:
1909 case RENDERPATH_GLES2:
1910 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1911 RSurf_UploadBuffersForBatch();
1912 // this has to be after RSurf_PrepareVerticesForBatch
1913 if (rsurface.batchskeletaltransform3x4buffer)
1914 permutation |= SHADERPERMUTATION_SKELETAL;
1915 R_SetupShader_SetPermutationGLSL(mode, permutation);
1916 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1917 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1919 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1920 if (mode == SHADERMODE_LIGHTSOURCE)
1922 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1923 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1924 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1925 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1926 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1927 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1929 // additive passes are only darkened by fog, not tinted
1930 if (r_glsl_permutation->loc_FogColor >= 0)
1931 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1932 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1936 if (mode == SHADERMODE_FLATCOLOR)
1938 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1940 else if (mode == SHADERMODE_LIGHTGRID)
1942 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1943 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1944 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1945 // other LightGrid uniforms handled below
1947 else if (mode == SHADERMODE_LIGHTDIRECTION)
1949 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1950 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1951 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1952 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1953 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1954 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1955 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1959 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1960 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1961 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1962 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1963 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1965 // additive passes are only darkened by fog, not tinted
1966 if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
1968 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1969 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1971 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1973 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1974 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1975 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1976 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1977 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1978 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1979 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1980 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1981 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1983 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1984 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1985 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1986 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1988 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1989 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1993 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1994 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1997 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1998 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1999 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2000 if (r_glsl_permutation->loc_Color_Pants >= 0)
2002 if (t->pantstexture)
2003 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2005 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2007 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2009 if (t->shirttexture)
2010 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2012 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2014 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2015 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2016 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2017 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2018 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2019 r_glsl_offsetmapping_scale.value*t->offsetscale,
2020 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2021 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2022 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2024 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2025 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2026 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2027 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2028 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2029 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2030 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2033 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2034 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2035 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2036 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2037 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2038 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2039 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2040 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2041 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2044 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2045 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2046 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2047 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2048 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2049 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2050 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2051 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2052 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2053 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2054 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2055 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2056 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2057 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2058 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2059 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2060 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2061 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2062 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2063 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2064 if (rsurfacepass == RSURFPASS_BACKGROUND)
2066 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2067 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2068 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2072 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2074 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2075 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2076 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2077 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2079 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2080 if (rsurface.rtlight)
2082 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2083 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2086 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2087 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2093 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2095 // select a permutation of the lighting shader appropriate to this
2096 // combination of texture, entity, light source, and fogging, only use the
2097 // minimum features necessary to avoid wasting rendering time in the
2098 // fragment shader on features that are not being used
2099 uint64_t permutation = 0;
2100 unsigned int mode = 0;
2101 const float *lightcolorbase = rtlight->currentcolor;
2102 float ambientscale = rtlight->ambientscale;
2103 float diffusescale = rtlight->diffusescale;
2104 float specularscale = rtlight->specularscale;
2105 // this is the location of the light in view space
2106 vec3_t viewlightorigin;
2107 // this transforms from view space (camera) to light space (cubemap)
2108 matrix4x4_t viewtolight;
2109 matrix4x4_t lighttoview;
2110 float viewtolight16f[16];
2112 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2113 if (rtlight->currentcubemap != r_texture_whitecube)
2114 permutation |= SHADERPERMUTATION_CUBEFILTER;
2115 if (diffusescale > 0)
2116 permutation |= SHADERPERMUTATION_DIFFUSE;
2117 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2118 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2119 if (r_shadow_usingshadowmap2d)
2121 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2122 if (r_shadow_shadowmapvsdct)
2123 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2125 if (r_shadow_shadowmap2ddepthbuffer)
2126 permutation |= SHADERPERMUTATION_DEPTHRGB;
2128 if (vid.allowalphatocoverage)
2129 GL_AlphaToCoverage(false);
2130 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2131 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2132 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2133 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2134 switch(vid.renderpath)
2136 case RENDERPATH_GL32:
2137 case RENDERPATH_GLES2:
2138 R_SetupShader_SetPermutationGLSL(mode, permutation);
2139 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2140 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2141 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2142 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2143 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2144 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2145 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2146 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2147 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2148 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2150 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2151 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2152 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2153 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2154 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2159 #define SKINFRAME_HASH 1024
2163 unsigned int loadsequence; // incremented each level change
2164 memexpandablearray_t array;
2165 skinframe_t *hash[SKINFRAME_HASH];
2168 r_skinframe_t r_skinframe;
2170 void R_SkinFrame_PrepareForPurge(void)
2172 r_skinframe.loadsequence++;
2173 // wrap it without hitting zero
2174 if (r_skinframe.loadsequence >= 200)
2175 r_skinframe.loadsequence = 1;
2178 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2182 // mark the skinframe as used for the purging code
2183 skinframe->loadsequence = r_skinframe.loadsequence;
2186 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2190 if (s->merged == s->base)
2192 R_PurgeTexture(s->stain); s->stain = NULL;
2193 R_PurgeTexture(s->merged); s->merged = NULL;
2194 R_PurgeTexture(s->base); s->base = NULL;
2195 R_PurgeTexture(s->pants); s->pants = NULL;
2196 R_PurgeTexture(s->shirt); s->shirt = NULL;
2197 R_PurgeTexture(s->nmap); s->nmap = NULL;
2198 R_PurgeTexture(s->gloss); s->gloss = NULL;
2199 R_PurgeTexture(s->glow); s->glow = NULL;
2200 R_PurgeTexture(s->fog); s->fog = NULL;
2201 R_PurgeTexture(s->reflect); s->reflect = NULL;
2202 s->loadsequence = 0;
2205 void R_SkinFrame_Purge(void)
2209 for (i = 0;i < SKINFRAME_HASH;i++)
2211 for (s = r_skinframe.hash[i];s;s = s->next)
2213 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2214 R_SkinFrame_PurgeSkinFrame(s);
2219 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2221 char basename[MAX_QPATH];
2223 Image_StripImageExtension(name, basename, sizeof(basename));
2225 if( last == NULL ) {
2227 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2228 item = r_skinframe.hash[hashindex];
2233 // linearly search through the hash bucket
2234 for( ; item ; item = item->next ) {
2235 if( !strcmp( item->basename, basename ) ) {
2242 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2245 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2247 char basename[MAX_QPATH];
2249 Image_StripImageExtension(name, basename, sizeof(basename));
2251 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2252 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2253 if (!strcmp(item->basename, basename) &&
2254 item->textureflags == compareflags &&
2255 item->comparewidth == comparewidth &&
2256 item->compareheight == compareheight &&
2257 item->comparecrc == comparecrc)
2264 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2265 memset(item, 0, sizeof(*item));
2266 strlcpy(item->basename, basename, sizeof(item->basename));
2267 item->textureflags = compareflags;
2268 item->comparewidth = comparewidth;
2269 item->compareheight = compareheight;
2270 item->comparecrc = comparecrc;
2271 item->next = r_skinframe.hash[hashindex];
2272 r_skinframe.hash[hashindex] = item;
2274 else if (textureflags & TEXF_FORCE_RELOAD)
2275 R_SkinFrame_PurgeSkinFrame(item);
2277 R_SkinFrame_MarkUsed(item);
2281 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2283 unsigned long long avgcolor[5], wsum; \
2291 for(pix = 0; pix < cnt; ++pix) \
2294 for(comp = 0; comp < 3; ++comp) \
2296 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2299 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2301 for(comp = 0; comp < 3; ++comp) \
2302 avgcolor[comp] += getpixel * w; \
2305 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2306 avgcolor[4] += getpixel; \
2308 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2310 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2311 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2312 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2313 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2316 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2318 skinframe_t *skinframe;
2320 if (cls.state == ca_dedicated)
2323 // return an existing skinframe if already loaded
2324 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2325 if (skinframe && skinframe->base)
2328 // if the skinframe doesn't exist this will create it
2329 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2332 extern cvar_t gl_picmip;
2333 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2336 unsigned char *pixels;
2337 unsigned char *bumppixels;
2338 unsigned char *basepixels = NULL;
2339 int basepixels_width = 0;
2340 int basepixels_height = 0;
2341 rtexture_t *ddsbase = NULL;
2342 qbool ddshasalpha = false;
2343 float ddsavgcolor[4];
2344 char basename[MAX_QPATH];
2345 int miplevel = R_PicmipForFlags(textureflags);
2346 int savemiplevel = miplevel;
2350 if (cls.state == ca_dedicated)
2353 Image_StripImageExtension(name, basename, sizeof(basename));
2355 // check for DDS texture file first
2356 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2358 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2359 if (basepixels == NULL && fallbacknotexture)
2360 basepixels = Image_GenerateNoTexture();
2361 if (basepixels == NULL)
2365 // FIXME handle miplevel
2367 if (developer_loading.integer)
2368 Con_Printf("loading skin \"%s\"\n", name);
2370 // we've got some pixels to store, so really allocate this new texture now
2372 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2373 textureflags &= ~TEXF_FORCE_RELOAD;
2374 skinframe->stain = NULL;
2375 skinframe->merged = NULL;
2376 skinframe->base = NULL;
2377 skinframe->pants = NULL;
2378 skinframe->shirt = NULL;
2379 skinframe->nmap = NULL;
2380 skinframe->gloss = NULL;
2381 skinframe->glow = NULL;
2382 skinframe->fog = NULL;
2383 skinframe->reflect = NULL;
2384 skinframe->hasalpha = false;
2385 // we could store the q2animname here too
2389 skinframe->base = ddsbase;
2390 skinframe->hasalpha = ddshasalpha;
2391 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2392 if (r_loadfog && skinframe->hasalpha)
2393 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2394 //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]);
2398 basepixels_width = image_width;
2399 basepixels_height = image_height;
2400 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2401 if (textureflags & TEXF_ALPHA)
2403 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2405 if (basepixels[j] < 255)
2407 skinframe->hasalpha = true;
2411 if (r_loadfog && skinframe->hasalpha)
2413 // has transparent pixels
2414 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2415 for (j = 0;j < image_width * image_height * 4;j += 4)
2420 pixels[j+3] = basepixels[j+3];
2422 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2426 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2428 //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]);
2429 if (r_savedds && skinframe->base)
2430 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2431 if (r_savedds && skinframe->fog)
2432 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2438 mymiplevel = savemiplevel;
2439 if (r_loadnormalmap)
2440 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2441 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2443 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2444 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2445 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2446 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2449 // _norm is the name used by tenebrae and has been adopted as standard
2450 if (r_loadnormalmap && skinframe->nmap == NULL)
2452 mymiplevel = savemiplevel;
2453 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2455 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2459 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2461 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2462 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2463 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2465 Mem_Free(bumppixels);
2467 else if (r_shadow_bumpscale_basetexture.value > 0)
2469 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2470 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2471 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2475 if (r_savedds && skinframe->nmap)
2476 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2480 // _luma is supported only for tenebrae compatibility
2481 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2482 // _glow is the preferred name
2483 mymiplevel = savemiplevel;
2484 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2486 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2488 if (r_savedds && skinframe->glow)
2489 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2491 Mem_Free(pixels);pixels = NULL;
2494 mymiplevel = savemiplevel;
2495 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2497 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2499 if (r_savedds && skinframe->gloss)
2500 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2506 mymiplevel = savemiplevel;
2507 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2509 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2511 if (r_savedds && skinframe->pants)
2512 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2518 mymiplevel = savemiplevel;
2519 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2521 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2523 if (r_savedds && skinframe->shirt)
2524 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2530 mymiplevel = savemiplevel;
2531 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2533 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2535 if (r_savedds && skinframe->reflect)
2536 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2543 Mem_Free(basepixels);
2548 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2551 skinframe_t *skinframe;
2554 if (cls.state == ca_dedicated)
2557 // if already loaded just return it, otherwise make a new skinframe
2558 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2559 if (skinframe->base)
2561 textureflags &= ~TEXF_FORCE_RELOAD;
2563 skinframe->stain = NULL;
2564 skinframe->merged = NULL;
2565 skinframe->base = NULL;
2566 skinframe->pants = NULL;
2567 skinframe->shirt = NULL;
2568 skinframe->nmap = NULL;
2569 skinframe->gloss = NULL;
2570 skinframe->glow = NULL;
2571 skinframe->fog = NULL;
2572 skinframe->reflect = NULL;
2573 skinframe->hasalpha = false;
2575 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2579 if (developer_loading.integer)
2580 Con_Printf("loading 32bit skin \"%s\"\n", name);
2582 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2584 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2585 unsigned char *b = a + width * height * 4;
2586 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2587 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2590 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2591 if (textureflags & TEXF_ALPHA)
2593 for (i = 3;i < width * height * 4;i += 4)
2595 if (skindata[i] < 255)
2597 skinframe->hasalpha = true;
2601 if (r_loadfog && skinframe->hasalpha)
2603 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2604 memcpy(fogpixels, skindata, width * height * 4);
2605 for (i = 0;i < width * height * 4;i += 4)
2606 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2607 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2608 Mem_Free(fogpixels);
2612 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2613 //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]);
2618 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2622 skinframe_t *skinframe;
2624 if (cls.state == ca_dedicated)
2627 // if already loaded just return it, otherwise make a new skinframe
2628 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2629 if (skinframe->base)
2631 //textureflags &= ~TEXF_FORCE_RELOAD;
2633 skinframe->stain = NULL;
2634 skinframe->merged = NULL;
2635 skinframe->base = NULL;
2636 skinframe->pants = NULL;
2637 skinframe->shirt = NULL;
2638 skinframe->nmap = NULL;
2639 skinframe->gloss = NULL;
2640 skinframe->glow = NULL;
2641 skinframe->fog = NULL;
2642 skinframe->reflect = NULL;
2643 skinframe->hasalpha = false;
2645 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2649 if (developer_loading.integer)
2650 Con_Printf("loading quake skin \"%s\"\n", name);
2652 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2653 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2654 memcpy(skinframe->qpixels, skindata, width*height);
2655 skinframe->qwidth = width;
2656 skinframe->qheight = height;
2659 for (i = 0;i < width * height;i++)
2660 featuresmask |= palette_featureflags[skindata[i]];
2662 skinframe->hasalpha = false;
2665 skinframe->hasalpha = true;
2666 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2667 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2668 skinframe->qgeneratemerged = true;
2669 skinframe->qgeneratebase = skinframe->qhascolormapping;
2670 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2672 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2673 //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]);
2678 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2682 unsigned char *skindata;
2685 if (!skinframe->qpixels)
2688 if (!skinframe->qhascolormapping)
2689 colormapped = false;
2693 if (!skinframe->qgeneratebase)
2698 if (!skinframe->qgeneratemerged)
2702 width = skinframe->qwidth;
2703 height = skinframe->qheight;
2704 skindata = skinframe->qpixels;
2706 if (skinframe->qgeneratenmap)
2708 unsigned char *a, *b;
2709 skinframe->qgeneratenmap = false;
2710 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2711 b = a + width * height * 4;
2712 // use either a custom palette or the quake palette
2713 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2714 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2715 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2719 if (skinframe->qgenerateglow)
2721 skinframe->qgenerateglow = false;
2722 if (skinframe->hasalpha) // fence textures
2723 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2725 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2730 skinframe->qgeneratebase = false;
2731 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2732 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2733 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2737 skinframe->qgeneratemerged = false;
2738 if (skinframe->hasalpha) // fence textures
2739 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2741 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2744 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2746 Mem_Free(skinframe->qpixels);
2747 skinframe->qpixels = NULL;
2751 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2754 skinframe_t *skinframe;
2757 if (cls.state == ca_dedicated)
2760 // if already loaded just return it, otherwise make a new skinframe
2761 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2762 if (skinframe->base)
2764 textureflags &= ~TEXF_FORCE_RELOAD;
2766 skinframe->stain = NULL;
2767 skinframe->merged = NULL;
2768 skinframe->base = NULL;
2769 skinframe->pants = NULL;
2770 skinframe->shirt = NULL;
2771 skinframe->nmap = NULL;
2772 skinframe->gloss = NULL;
2773 skinframe->glow = NULL;
2774 skinframe->fog = NULL;
2775 skinframe->reflect = NULL;
2776 skinframe->hasalpha = false;
2778 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2782 if (developer_loading.integer)
2783 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2785 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2786 if ((textureflags & TEXF_ALPHA) && alphapalette)
2788 for (i = 0;i < width * height;i++)
2790 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2792 skinframe->hasalpha = true;
2796 if (r_loadfog && skinframe->hasalpha)
2797 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2800 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2801 //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]);
2806 skinframe_t *R_SkinFrame_LoadMissing(void)
2808 skinframe_t *skinframe;
2810 if (cls.state == ca_dedicated)
2813 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2814 skinframe->stain = NULL;
2815 skinframe->merged = NULL;
2816 skinframe->base = NULL;
2817 skinframe->pants = NULL;
2818 skinframe->shirt = NULL;
2819 skinframe->nmap = NULL;
2820 skinframe->gloss = NULL;
2821 skinframe->glow = NULL;
2822 skinframe->fog = NULL;
2823 skinframe->reflect = NULL;
2824 skinframe->hasalpha = false;
2826 skinframe->avgcolor[0] = rand() / RAND_MAX;
2827 skinframe->avgcolor[1] = rand() / RAND_MAX;
2828 skinframe->avgcolor[2] = rand() / RAND_MAX;
2829 skinframe->avgcolor[3] = 1;
2834 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2836 if (cls.state == ca_dedicated)
2839 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2842 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2844 skinframe_t *skinframe;
2845 if (cls.state == ca_dedicated)
2847 // if already loaded just return it, otherwise make a new skinframe
2848 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2849 if (skinframe->base)
2851 textureflags &= ~TEXF_FORCE_RELOAD;
2852 skinframe->stain = NULL;
2853 skinframe->merged = NULL;
2854 skinframe->base = NULL;
2855 skinframe->pants = NULL;
2856 skinframe->shirt = NULL;
2857 skinframe->nmap = NULL;
2858 skinframe->gloss = NULL;
2859 skinframe->glow = NULL;
2860 skinframe->fog = NULL;
2861 skinframe->reflect = NULL;
2862 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2863 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2866 if (developer_loading.integer)
2867 Con_Printf("loading 32bit skin \"%s\"\n", name);
2868 skinframe->base = skinframe->merged = tex;
2869 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2873 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2874 typedef struct suffixinfo_s
2877 qbool flipx, flipy, flipdiagonal;
2880 static suffixinfo_t suffix[3][6] =
2883 {"px", false, false, false},
2884 {"nx", false, false, false},
2885 {"py", false, false, false},
2886 {"ny", false, false, false},
2887 {"pz", false, false, false},
2888 {"nz", false, false, false}
2891 {"posx", false, false, false},
2892 {"negx", false, false, false},
2893 {"posy", false, false, false},
2894 {"negy", false, false, false},
2895 {"posz", false, false, false},
2896 {"negz", false, false, false}
2899 {"rt", true, false, true},
2900 {"lf", false, true, true},
2901 {"ft", true, true, false},
2902 {"bk", false, false, false},
2903 {"up", true, false, true},
2904 {"dn", true, false, true}
2908 static int componentorder[4] = {0, 1, 2, 3};
2910 static rtexture_t *R_LoadCubemap(const char *basename)
2912 int i, j, cubemapsize, forcefilter;
2913 unsigned char *cubemappixels, *image_buffer;
2914 rtexture_t *cubemaptexture;
2917 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2918 forcefilter = TEXF_FORCELINEAR;
2919 if (basename && basename[0] == '!')
2922 forcefilter = TEXF_FORCENEAREST;
2924 // must start 0 so the first loadimagepixels has no requested width/height
2926 cubemappixels = NULL;
2927 cubemaptexture = NULL;
2928 // keep trying different suffix groups (posx, px, rt) until one loads
2929 for (j = 0;j < 3 && !cubemappixels;j++)
2931 // load the 6 images in the suffix group
2932 for (i = 0;i < 6;i++)
2934 // generate an image name based on the base and and suffix
2935 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2937 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2939 // an image loaded, make sure width and height are equal
2940 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2942 // if this is the first image to load successfully, allocate the cubemap memory
2943 if (!cubemappixels && image_width >= 1)
2945 cubemapsize = image_width;
2946 // note this clears to black, so unavailable sides are black
2947 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2949 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2951 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2954 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2956 Mem_Free(image_buffer);
2960 // if a cubemap loaded, upload it
2963 if (developer_loading.integer)
2964 Con_Printf("loading cubemap \"%s\"\n", basename);
2966 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
2967 Mem_Free(cubemappixels);
2971 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2972 if (developer_loading.integer)
2974 Con_Printf("(tried tried images ");
2975 for (j = 0;j < 3;j++)
2976 for (i = 0;i < 6;i++)
2977 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2978 Con_Print(" and was unable to find any of them).\n");
2981 return cubemaptexture;
2984 rtexture_t *R_GetCubemap(const char *basename)
2987 for (i = 0;i < r_texture_numcubemaps;i++)
2988 if (r_texture_cubemaps[i] != NULL)
2989 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2990 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2991 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2992 return r_texture_whitecube;
2993 r_texture_numcubemaps++;
2994 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2995 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2996 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2997 return r_texture_cubemaps[i]->texture;
3000 static void R_Main_FreeViewCache(void)
3002 if (r_refdef.viewcache.entityvisible)
3003 Mem_Free(r_refdef.viewcache.entityvisible);
3004 if (r_refdef.viewcache.world_pvsbits)
3005 Mem_Free(r_refdef.viewcache.world_pvsbits);
3006 if (r_refdef.viewcache.world_leafvisible)
3007 Mem_Free(r_refdef.viewcache.world_leafvisible);
3008 if (r_refdef.viewcache.world_surfacevisible)
3009 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3010 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3013 static void R_Main_ResizeViewCache(void)
3015 int numentities = r_refdef.scene.numentities;
3016 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3017 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3018 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3019 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3020 if (r_refdef.viewcache.maxentities < numentities)
3022 r_refdef.viewcache.maxentities = numentities;
3023 if (r_refdef.viewcache.entityvisible)
3024 Mem_Free(r_refdef.viewcache.entityvisible);
3025 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3027 if (r_refdef.viewcache.world_numclusters != numclusters)
3029 r_refdef.viewcache.world_numclusters = numclusters;
3030 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3031 if (r_refdef.viewcache.world_pvsbits)
3032 Mem_Free(r_refdef.viewcache.world_pvsbits);
3033 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3035 if (r_refdef.viewcache.world_numleafs != numleafs)
3037 r_refdef.viewcache.world_numleafs = numleafs;
3038 if (r_refdef.viewcache.world_leafvisible)
3039 Mem_Free(r_refdef.viewcache.world_leafvisible);
3040 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3042 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3044 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3045 if (r_refdef.viewcache.world_surfacevisible)
3046 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3047 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3051 extern rtexture_t *loadingscreentexture;
3052 static void gl_main_start(void)
3054 loadingscreentexture = NULL;
3055 r_texture_blanknormalmap = NULL;
3056 r_texture_white = NULL;
3057 r_texture_grey128 = NULL;
3058 r_texture_black = NULL;
3059 r_texture_whitecube = NULL;
3060 r_texture_normalizationcube = NULL;
3061 r_texture_fogattenuation = NULL;
3062 r_texture_fogheighttexture = NULL;
3063 r_texture_gammaramps = NULL;
3064 r_texture_numcubemaps = 0;
3065 r_uniformbufferalignment = 32;
3067 r_loaddds = r_texture_dds_load.integer != 0;
3068 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3070 switch(vid.renderpath)
3072 case RENDERPATH_GL32:
3073 case RENDERPATH_GLES2:
3074 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3075 Cvar_SetValueQuick(&gl_combine, 1);
3076 Cvar_SetValueQuick(&r_glsl, 1);
3077 r_loadnormalmap = true;
3080 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3081 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3087 R_FrameData_Reset();
3088 R_BufferData_Reset();
3092 memset(r_queries, 0, sizeof(r_queries));
3094 r_qwskincache = NULL;
3095 r_qwskincache_size = 0;
3097 // due to caching of texture_t references, the collision cache must be reset
3098 Collision_Cache_Reset(true);
3100 // set up r_skinframe loading system for textures
3101 memset(&r_skinframe, 0, sizeof(r_skinframe));
3102 r_skinframe.loadsequence = 1;
3103 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3105 r_main_texturepool = R_AllocTexturePool();
3106 R_BuildBlankTextures();
3110 R_BuildNormalizationCube();
3112 r_texture_fogattenuation = NULL;
3113 r_texture_fogheighttexture = NULL;
3114 r_texture_gammaramps = NULL;
3115 //r_texture_fogintensity = NULL;
3116 memset(&r_fb, 0, sizeof(r_fb));
3117 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3118 r_glsl_permutation = NULL;
3119 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3120 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3121 memset(&r_svbsp, 0, sizeof (r_svbsp));
3123 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3124 r_texture_numcubemaps = 0;
3126 r_refdef.fogmasktable_density = 0;
3129 // For Steelstorm Android
3130 // FIXME CACHE the program and reload
3131 // FIXME see possible combinations for SS:BR android
3132 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3133 R_SetupShader_SetPermutationGLSL(0, 12);
3134 R_SetupShader_SetPermutationGLSL(0, 13);
3135 R_SetupShader_SetPermutationGLSL(0, 8388621);
3136 R_SetupShader_SetPermutationGLSL(3, 0);
3137 R_SetupShader_SetPermutationGLSL(3, 2048);
3138 R_SetupShader_SetPermutationGLSL(5, 0);
3139 R_SetupShader_SetPermutationGLSL(5, 2);
3140 R_SetupShader_SetPermutationGLSL(5, 2048);
3141 R_SetupShader_SetPermutationGLSL(5, 8388608);
3142 R_SetupShader_SetPermutationGLSL(11, 1);
3143 R_SetupShader_SetPermutationGLSL(11, 2049);
3144 R_SetupShader_SetPermutationGLSL(11, 8193);
3145 R_SetupShader_SetPermutationGLSL(11, 10241);
3146 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3150 extern unsigned int r_shadow_occlusion_buf;
3152 static void gl_main_shutdown(void)
3154 R_RenderTarget_FreeUnused(true);
3155 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3157 R_FrameData_Reset();
3158 R_BufferData_Reset();
3160 R_Main_FreeViewCache();
3162 switch(vid.renderpath)
3164 case RENDERPATH_GL32:
3165 case RENDERPATH_GLES2:
3166 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3168 qglDeleteQueries(r_maxqueries, r_queries);
3172 r_shadow_occlusion_buf = 0;
3175 memset(r_queries, 0, sizeof(r_queries));
3177 r_qwskincache = NULL;
3178 r_qwskincache_size = 0;
3180 // clear out the r_skinframe state
3181 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3182 memset(&r_skinframe, 0, sizeof(r_skinframe));
3185 Mem_Free(r_svbsp.nodes);
3186 memset(&r_svbsp, 0, sizeof (r_svbsp));
3187 R_FreeTexturePool(&r_main_texturepool);
3188 loadingscreentexture = NULL;
3189 r_texture_blanknormalmap = NULL;
3190 r_texture_white = NULL;
3191 r_texture_grey128 = NULL;
3192 r_texture_black = NULL;
3193 r_texture_whitecube = NULL;
3194 r_texture_normalizationcube = NULL;
3195 r_texture_fogattenuation = NULL;
3196 r_texture_fogheighttexture = NULL;
3197 r_texture_gammaramps = NULL;
3198 r_texture_numcubemaps = 0;
3199 //r_texture_fogintensity = NULL;
3200 memset(&r_fb, 0, sizeof(r_fb));
3201 R_GLSL_Restart_f(cmd_local);
3203 r_glsl_permutation = NULL;
3204 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3205 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3208 static void gl_main_newmap(void)
3210 // FIXME: move this code to client
3211 char *entities, entname[MAX_QPATH];
3213 Mem_Free(r_qwskincache);
3214 r_qwskincache = NULL;
3215 r_qwskincache_size = 0;
3218 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3219 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3221 CL_ParseEntityLump(entities);
3225 if (cl.worldmodel->brush.entities)
3226 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3228 R_Main_FreeViewCache();
3230 R_FrameData_Reset();
3231 R_BufferData_Reset();
3234 void GL_Main_Init(void)
3237 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3238 R_InitShaderModeInfo();
3240 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3241 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3242 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3243 if (gamemode == GAME_NEHAHRA)
3245 Cvar_RegisterVariable (&gl_fogenable);
3246 Cvar_RegisterVariable (&gl_fogdensity);
3247 Cvar_RegisterVariable (&gl_fogred);
3248 Cvar_RegisterVariable (&gl_foggreen);
3249 Cvar_RegisterVariable (&gl_fogblue);
3250 Cvar_RegisterVariable (&gl_fogstart);
3251 Cvar_RegisterVariable (&gl_fogend);
3252 Cvar_RegisterVariable (&gl_skyclip);
3254 Cvar_RegisterVariable(&r_motionblur);
3255 Cvar_RegisterVariable(&r_damageblur);
3256 Cvar_RegisterVariable(&r_motionblur_averaging);
3257 Cvar_RegisterVariable(&r_motionblur_randomize);
3258 Cvar_RegisterVariable(&r_motionblur_minblur);
3259 Cvar_RegisterVariable(&r_motionblur_maxblur);
3260 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3261 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3262 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3263 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3264 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3265 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3266 Cvar_RegisterVariable(&r_depthfirst);
3267 Cvar_RegisterVariable(&r_useinfinitefarclip);
3268 Cvar_RegisterVariable(&r_farclip_base);
3269 Cvar_RegisterVariable(&r_farclip_world);
3270 Cvar_RegisterVariable(&r_nearclip);
3271 Cvar_RegisterVariable(&r_deformvertexes);
3272 Cvar_RegisterVariable(&r_transparent);
3273 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3274 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3275 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3276 Cvar_RegisterVariable(&r_showoverdraw);
3277 Cvar_RegisterVariable(&r_showbboxes);
3278 Cvar_RegisterVariable(&r_showbboxes_client);
3279 Cvar_RegisterVariable(&r_showsurfaces);
3280 Cvar_RegisterVariable(&r_showtris);
3281 Cvar_RegisterVariable(&r_shownormals);
3282 Cvar_RegisterVariable(&r_showlighting);
3283 Cvar_RegisterVariable(&r_showcollisionbrushes);
3284 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3285 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3286 Cvar_RegisterVariable(&r_showdisabledepthtest);
3287 Cvar_RegisterVariable(&r_showspriteedges);
3288 Cvar_RegisterVariable(&r_showparticleedges);
3289 Cvar_RegisterVariable(&r_drawportals);
3290 Cvar_RegisterVariable(&r_drawentities);
3291 Cvar_RegisterVariable(&r_draw2d);
3292 Cvar_RegisterVariable(&r_drawworld);
3293 Cvar_RegisterVariable(&r_cullentities_trace);
3294 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3295 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3296 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3297 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3298 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3299 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3300 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3301 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3302 Cvar_RegisterVariable(&r_sortentities);
3303 Cvar_RegisterVariable(&r_drawviewmodel);
3304 Cvar_RegisterVariable(&r_drawexteriormodel);
3305 Cvar_RegisterVariable(&r_speeds);
3306 Cvar_RegisterVariable(&r_fullbrights);
3307 Cvar_RegisterVariable(&r_wateralpha);
3308 Cvar_RegisterVariable(&r_dynamic);
3309 Cvar_RegisterVariable(&r_fullbright_directed);
3310 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3311 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3312 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3313 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3314 Cvar_RegisterVariable(&r_fullbright);
3315 Cvar_RegisterVariable(&r_shadows);
3316 Cvar_RegisterVariable(&r_shadows_darken);
3317 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3318 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3319 Cvar_RegisterVariable(&r_shadows_throwdistance);
3320 Cvar_RegisterVariable(&r_shadows_throwdirection);
3321 Cvar_RegisterVariable(&r_shadows_focus);
3322 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3323 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3324 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3325 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3326 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3327 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3328 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3329 Cvar_RegisterVariable(&r_fog_exp2);
3330 Cvar_RegisterVariable(&r_fog_clear);
3331 Cvar_RegisterVariable(&r_drawfog);
3332 Cvar_RegisterVariable(&r_transparentdepthmasking);
3333 Cvar_RegisterVariable(&r_transparent_sortmindist);
3334 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3335 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3336 Cvar_RegisterVariable(&r_texture_dds_load);
3337 Cvar_RegisterVariable(&r_texture_dds_save);
3338 Cvar_RegisterVariable(&r_textureunits);
3339 Cvar_RegisterVariable(&gl_combine);
3340 Cvar_RegisterVariable(&r_usedepthtextures);
3341 Cvar_RegisterVariable(&r_viewfbo);
3342 Cvar_RegisterVariable(&r_rendertarget_debug);
3343 Cvar_RegisterVariable(&r_viewscale);
3344 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3345 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3346 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3347 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3348 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3349 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3350 Cvar_RegisterVariable(&r_glsl);
3351 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3352 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3353 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3354 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3355 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3356 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3357 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3358 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3359 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3360 Cvar_RegisterVariable(&r_glsl_postprocess);
3361 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3362 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3363 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3364 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3365 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3366 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3367 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3368 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3369 Cvar_RegisterVariable(&r_celshading);
3370 Cvar_RegisterVariable(&r_celoutlines);
3372 Cvar_RegisterVariable(&r_water);
3373 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3374 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3375 Cvar_RegisterVariable(&r_water_clippingplanebias);
3376 Cvar_RegisterVariable(&r_water_refractdistort);
3377 Cvar_RegisterVariable(&r_water_reflectdistort);
3378 Cvar_RegisterVariable(&r_water_scissormode);
3379 Cvar_RegisterVariable(&r_water_lowquality);
3380 Cvar_RegisterVariable(&r_water_hideplayer);
3382 Cvar_RegisterVariable(&r_lerpsprites);
3383 Cvar_RegisterVariable(&r_lerpmodels);
3384 Cvar_RegisterVariable(&r_nolerp_list);
3385 Cvar_RegisterVariable(&r_lerplightstyles);
3386 Cvar_RegisterVariable(&r_waterscroll);
3387 Cvar_RegisterVariable(&r_bloom);
3388 Cvar_RegisterVariable(&r_colorfringe);
3389 Cvar_RegisterVariable(&r_bloom_colorscale);
3390 Cvar_RegisterVariable(&r_bloom_brighten);
3391 Cvar_RegisterVariable(&r_bloom_blur);
3392 Cvar_RegisterVariable(&r_bloom_resolution);
3393 Cvar_RegisterVariable(&r_bloom_colorexponent);
3394 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3395 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3396 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3397 Cvar_RegisterVariable(&r_hdr_glowintensity);
3398 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3399 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3400 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3401 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3402 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3403 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3404 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3405 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3406 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3407 Cvar_RegisterVariable(&developer_texturelogging);
3408 Cvar_RegisterVariable(&gl_lightmaps);
3409 Cvar_RegisterVariable(&r_test);
3410 Cvar_RegisterVariable(&r_batch_multidraw);
3411 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3412 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3413 Cvar_RegisterVariable(&r_glsl_skeletal);
3414 Cvar_RegisterVariable(&r_glsl_saturation);
3415 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3416 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3417 Cvar_RegisterVariable(&r_framedatasize);
3418 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3419 Cvar_RegisterVariable(&r_buffermegs[i]);
3420 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3421 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
3422 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
3423 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
3424 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3425 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3426 #ifdef DP_MOBILETOUCH
3427 // GLES devices have terrible depth precision in general, so...
3428 Cvar_SetValueQuick(&r_nearclip, 4);
3429 Cvar_SetValueQuick(&r_farclip_base, 4096);
3430 Cvar_SetValueQuick(&r_farclip_world, 0);
3431 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3433 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3436 void Render_Init(void)
3449 R_LightningBeams_Init();
3453 static void R_GetCornerOfBox(vec3_t out, const vec3_t mins, const vec3_t maxs, int signbits)
3455 out[0] = ((signbits & 1) ? mins : maxs)[0];
3456 out[1] = ((signbits & 2) ? mins : maxs)[1];
3457 out[2] = ((signbits & 4) ? mins : maxs)[2];
3460 static qbool _R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes, int ignore)
3465 if (r_trippy.integer)
3467 for (i = 0;i < numplanes;i++)
3472 R_GetCornerOfBox(corner, mins, maxs, p->signbits);
3473 if (DotProduct(p->normal, corner) < p->dist)
3479 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
3481 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3482 return _R_CullBox(mins, maxs, r_refdef.view.numfrustumplanes, r_refdef.view.frustum, 4);
3485 qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3487 // nothing to ignore
3488 return _R_CullBox(mins, maxs, numplanes, planes, -1);
3491 //==================================================================================
3493 // LadyHavoc: this stores temporary data used within the same frame
3495 typedef struct r_framedata_mem_s
3497 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3498 size_t size; // how much usable space
3499 size_t current; // how much space in use
3500 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3501 size_t wantedsize; // how much space was allocated
3502 unsigned char *data; // start of real data (16byte aligned)
3506 static r_framedata_mem_t *r_framedata_mem;
3508 void R_FrameData_Reset(void)
3510 while (r_framedata_mem)
3512 r_framedata_mem_t *next = r_framedata_mem->purge;
3513 Mem_Free(r_framedata_mem);
3514 r_framedata_mem = next;
3518 static void R_FrameData_Resize(qbool mustgrow)
3521 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3522 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3523 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3525 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3526 newmem->wantedsize = wantedsize;
3527 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3528 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3529 newmem->current = 0;
3531 newmem->purge = r_framedata_mem;
3532 r_framedata_mem = newmem;
3536 void R_FrameData_NewFrame(void)
3538 R_FrameData_Resize(false);
3539 if (!r_framedata_mem)
3541 // if we ran out of space on the last frame, free the old memory now
3542 while (r_framedata_mem->purge)
3544 // repeatedly remove the second item in the list, leaving only head
3545 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3546 Mem_Free(r_framedata_mem->purge);
3547 r_framedata_mem->purge = next;
3549 // reset the current mem pointer
3550 r_framedata_mem->current = 0;
3551 r_framedata_mem->mark = 0;
3554 void *R_FrameData_Alloc(size_t size)
3559 // align to 16 byte boundary - the data pointer is already aligned, so we
3560 // only need to ensure the size of every allocation is also aligned
3561 size = (size + 15) & ~15;
3563 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3565 // emergency - we ran out of space, allocate more memory
3566 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3567 newvalue = r_framedatasize.value * 2.0f;
3568 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3569 if (sizeof(size_t) >= 8)
3570 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3572 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3573 // this might not be a growing it, but we'll allocate another buffer every time
3574 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3575 R_FrameData_Resize(true);
3578 data = r_framedata_mem->data + r_framedata_mem->current;
3579 r_framedata_mem->current += size;
3581 // count the usage for stats
3582 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3583 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3585 return (void *)data;
3588 void *R_FrameData_Store(size_t size, void *data)
3590 void *d = R_FrameData_Alloc(size);
3592 memcpy(d, data, size);
3596 void R_FrameData_SetMark(void)
3598 if (!r_framedata_mem)
3600 r_framedata_mem->mark = r_framedata_mem->current;
3603 void R_FrameData_ReturnToMark(void)
3605 if (!r_framedata_mem)
3607 r_framedata_mem->current = r_framedata_mem->mark;
3610 //==================================================================================
3612 // avoid reusing the same buffer objects on consecutive frames
3613 #define R_BUFFERDATA_CYCLE 3
3615 typedef struct r_bufferdata_buffer_s
3617 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3618 size_t size; // how much usable space
3619 size_t current; // how much space in use
3620 r_meshbuffer_t *buffer; // the buffer itself
3622 r_bufferdata_buffer_t;
3624 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3625 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3627 /// frees all dynamic buffers
3628 void R_BufferData_Reset(void)
3631 r_bufferdata_buffer_t **p, *mem;
3632 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3634 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3637 p = &r_bufferdata_buffer[cycle][type];
3643 R_Mesh_DestroyMeshBuffer(mem->buffer);
3650 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3651 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3653 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3655 float newvalue = r_buffermegs[type].value;
3657 // increase the cvar if we have to (but only if we already have a mem)
3658 if (mustgrow && mem)
3660 newvalue = bound(0.25f, newvalue, 256.0f);
3661 while (newvalue * 1024*1024 < minsize)
3664 // clamp the cvar to valid range
3665 newvalue = bound(0.25f, newvalue, 256.0f);
3666 if (r_buffermegs[type].value != newvalue)
3667 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3669 // calculate size in bytes
3670 size = (size_t)(newvalue * 1024*1024);
3671 size = bound(131072, size, 256*1024*1024);
3673 // allocate a new buffer if the size is different (purge old one later)
3674 // or if we were told we must grow the buffer
3675 if (!mem || mem->size != size || mustgrow)
3677 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3680 if (type == R_BUFFERDATA_VERTEX)
3681 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3682 else if (type == R_BUFFERDATA_INDEX16)
3683 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3684 else if (type == R_BUFFERDATA_INDEX32)
3685 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3686 else if (type == R_BUFFERDATA_UNIFORM)
3687 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3688 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3689 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3693 void R_BufferData_NewFrame(void)
3696 r_bufferdata_buffer_t **p, *mem;
3697 // cycle to the next frame's buffers
3698 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3699 // if we ran out of space on the last time we used these buffers, free the old memory now
3700 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3702 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3704 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3705 // free all but the head buffer, this is how we recycle obsolete
3706 // buffers after they are no longer in use
3707 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3713 R_Mesh_DestroyMeshBuffer(mem->buffer);
3716 // reset the current offset
3717 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3722 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3724 r_bufferdata_buffer_t *mem;
3728 *returnbufferoffset = 0;
3730 // align size to a byte boundary appropriate for the buffer type, this
3731 // makes all allocations have aligned start offsets
3732 if (type == R_BUFFERDATA_UNIFORM)
3733 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3735 padsize = (datasize + 15) & ~15;
3737 // if we ran out of space in this buffer we must allocate a new one
3738 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3739 R_BufferData_Resize(type, true, padsize);
3741 // if the resize did not give us enough memory, fail
3742 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3743 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3745 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3746 offset = (int)mem->current;
3747 mem->current += padsize;
3749 // upload the data to the buffer at the chosen offset
3751 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3752 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3754 // count the usage for stats
3755 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3756 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3758 // return the buffer offset
3759 *returnbufferoffset = offset;
3764 //==================================================================================
3766 // LadyHavoc: animcache originally written by Echon, rewritten since then
3769 * Animation cache prevents re-generating mesh data for an animated model
3770 * multiple times in one frame for lighting, shadowing, reflections, etc.
3773 void R_AnimCache_Free(void)
3777 void R_AnimCache_ClearCache(void)
3780 entity_render_t *ent;
3782 for (i = 0;i < r_refdef.scene.numentities;i++)
3784 ent = r_refdef.scene.entities[i];
3785 ent->animcache_vertex3f = NULL;
3786 ent->animcache_vertex3f_vertexbuffer = NULL;
3787 ent->animcache_vertex3f_bufferoffset = 0;
3788 ent->animcache_normal3f = NULL;
3789 ent->animcache_normal3f_vertexbuffer = NULL;
3790 ent->animcache_normal3f_bufferoffset = 0;
3791 ent->animcache_svector3f = NULL;
3792 ent->animcache_svector3f_vertexbuffer = NULL;
3793 ent->animcache_svector3f_bufferoffset = 0;
3794 ent->animcache_tvector3f = NULL;
3795 ent->animcache_tvector3f_vertexbuffer = NULL;
3796 ent->animcache_tvector3f_bufferoffset = 0;
3797 ent->animcache_skeletaltransform3x4 = NULL;
3798 ent->animcache_skeletaltransform3x4buffer = NULL;
3799 ent->animcache_skeletaltransform3x4offset = 0;
3800 ent->animcache_skeletaltransform3x4size = 0;
3804 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3806 model_t *model = ent->model;
3809 // see if this ent is worth caching
3810 if (!model || !model->Draw || !model->AnimateVertices)
3812 // nothing to cache if it contains no animations and has no skeleton
3813 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3815 // see if it is already cached for gpuskeletal
3816 if (ent->animcache_skeletaltransform3x4)
3818 // see if it is already cached as a mesh
3819 if (ent->animcache_vertex3f)
3821 // check if we need to add normals or tangents
3822 if (ent->animcache_normal3f)
3823 wantnormals = false;
3824 if (ent->animcache_svector3f)
3825 wanttangents = false;
3826 if (!wantnormals && !wanttangents)
3830 // check which kind of cache we need to generate
3831 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3833 // cache the skeleton so the vertex shader can use it
3834 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3835 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3836 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3837 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3838 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3839 // note: this can fail if the buffer is at the grow limit
3840 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3841 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3843 else if (ent->animcache_vertex3f)
3845 // mesh was already cached but we may need to add normals/tangents
3846 // (this only happens with multiple views, reflections, cameras, etc)
3847 if (wantnormals || wanttangents)
3849 numvertices = model->surfmesh.num_vertices;
3851 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3854 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3855 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3857 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3858 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3859 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3860 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3865 // generate mesh cache
3866 numvertices = model->surfmesh.num_vertices;
3867 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3869 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3872 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3873 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3875 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3876 if (wantnormals || wanttangents)
3878 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3879 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3880 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3882 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3883 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3884 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3889 void R_AnimCache_CacheVisibleEntities(void)
3893 // TODO: thread this
3894 // NOTE: R_PrepareRTLights() also caches entities
3896 for (i = 0;i < r_refdef.scene.numentities;i++)
3897 if (r_refdef.viewcache.entityvisible[i])
3898 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3901 //==================================================================================
3903 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3905 long unsigned int i;
3907 vec3_t eyemins, eyemaxs;
3908 vec3_t boxmins, boxmaxs;
3909 vec3_t padmins, padmaxs;
3912 model_t *model = r_refdef.scene.worldmodel;
3913 static vec3_t positions[] = {
3914 { 0.5f, 0.5f, 0.5f },
3915 { 0.0f, 0.0f, 0.0f },
3916 { 0.0f, 0.0f, 1.0f },
3917 { 0.0f, 1.0f, 0.0f },
3918 { 0.0f, 1.0f, 1.0f },
3919 { 1.0f, 0.0f, 0.0f },
3920 { 1.0f, 0.0f, 1.0f },
3921 { 1.0f, 1.0f, 0.0f },
3922 { 1.0f, 1.0f, 1.0f },
3925 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3929 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3930 if (!r_refdef.view.usevieworiginculling)
3933 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3936 // expand the eye box a little
3937 eyemins[0] = eye[0] - eyejitter;
3938 eyemaxs[0] = eye[0] + eyejitter;
3939 eyemins[1] = eye[1] - eyejitter;
3940 eyemaxs[1] = eye[1] + eyejitter;
3941 eyemins[2] = eye[2] - eyejitter;
3942 eyemaxs[2] = eye[2] + eyejitter;
3943 // expand the box a little
3944 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3945 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3946 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3947 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3948 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3949 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3950 // make an even larger box for the acceptable area
3951 padmins[0] = boxmins[0] - pad;
3952 padmaxs[0] = boxmaxs[0] + pad;
3953 padmins[1] = boxmins[1] - pad;
3954 padmaxs[1] = boxmaxs[1] + pad;
3955 padmins[2] = boxmins[2] - pad;
3956 padmaxs[2] = boxmaxs[2] + pad;
3958 // return true if eye overlaps enlarged box
3959 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3962 // try specific positions in the box first - note that these can be cached
3963 if (r_cullentities_trace_entityocclusion.integer)
3965 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3968 VectorCopy(eye, start);
3969 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3970 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3971 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3972 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3973 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3974 // not picky - if the trace ended anywhere in the box we're good
3975 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3979 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3982 // try various random positions
3983 for (j = 0; j < numsamples; j++)
3985 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3986 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3987 if (r_cullentities_trace_entityocclusion.integer)
3989 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3990 // not picky - if the trace ended anywhere in the box we're good
3991 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3994 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4002 static void R_View_UpdateEntityVisible (void)
4007 entity_render_t *ent;
4009 if (r_refdef.envmap || r_fb.water.hideplayer)
4010 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4011 else if (chase_active.integer || r_fb.water.renderingscene)
4012 renderimask = RENDER_VIEWMODEL;
4014 renderimask = RENDER_EXTERIORMODEL;
4015 if (!r_drawviewmodel.integer)
4016 renderimask |= RENDER_VIEWMODEL;
4017 if (!r_drawexteriormodel.integer)
4018 renderimask |= RENDER_EXTERIORMODEL;
4019 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4020 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4022 // worldmodel can check visibility
4023 for (i = 0;i < r_refdef.scene.numentities;i++)
4025 ent = r_refdef.scene.entities[i];
4026 if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
4028 r_refdef.viewcache.entityvisible[i] = false;
4031 if (!(ent->flags & renderimask))
4032 if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4033 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4034 r_refdef.viewcache.entityvisible[i] = true;
4039 // no worldmodel or it can't check visibility
4040 for (i = 0;i < r_refdef.scene.numentities;i++)
4042 ent = r_refdef.scene.entities[i];
4043 if (!(ent->flags & renderimask))
4044 if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4045 r_refdef.viewcache.entityvisible[i] = true;
4048 if (r_cullentities_trace.integer)
4050 for (i = 0;i < r_refdef.scene.numentities;i++)
4052 if (!r_refdef.viewcache.entityvisible[i])
4054 ent = r_refdef.scene.entities[i];
4055 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4057 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4058 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4059 ent->last_trace_visibility = host.realtime;
4060 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4061 r_refdef.viewcache.entityvisible[i] = 0;
4067 /// only used if skyrendermasked, and normally returns false
4068 static int R_DrawBrushModelsSky (void)
4071 entity_render_t *ent;
4074 for (i = 0;i < r_refdef.scene.numentities;i++)
4076 if (!r_refdef.viewcache.entityvisible[i])
4078 ent = r_refdef.scene.entities[i];
4079 if (!ent->model || !ent->model->DrawSky)
4081 ent->model->DrawSky(ent);
4087 static void R_DrawNoModel(entity_render_t *ent);
4088 static void R_DrawModels(void)
4091 entity_render_t *ent;
4093 for (i = 0;i < r_refdef.scene.numentities;i++)
4095 if (!r_refdef.viewcache.entityvisible[i])
4097 ent = r_refdef.scene.entities[i];
4098 r_refdef.stats[r_stat_entities]++;
4100 if (ent->model && ent->model->Draw != NULL)
4101 ent->model->Draw(ent);
4107 static void R_DrawModelsDepth(void)
4110 entity_render_t *ent;
4112 for (i = 0;i < r_refdef.scene.numentities;i++)
4114 if (!r_refdef.viewcache.entityvisible[i])
4116 ent = r_refdef.scene.entities[i];
4117 if (ent->model && ent->model->DrawDepth != NULL)
4118 ent->model->DrawDepth(ent);
4122 static void R_DrawModelsDebug(void)
4125 entity_render_t *ent;
4127 for (i = 0;i < r_refdef.scene.numentities;i++)
4129 if (!r_refdef.viewcache.entityvisible[i])
4131 ent = r_refdef.scene.entities[i];
4132 if (ent->model && ent->model->DrawDebug != NULL)
4133 ent->model->DrawDebug(ent);
4137 static void R_DrawModelsAddWaterPlanes(void)
4140 entity_render_t *ent;
4142 for (i = 0;i < r_refdef.scene.numentities;i++)
4144 if (!r_refdef.viewcache.entityvisible[i])
4146 ent = r_refdef.scene.entities[i];
4147 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4148 ent->model->DrawAddWaterPlanes(ent);
4152 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4154 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4156 if (r_hdr_irisadaptation.integer)
4161 vec3_t diffusenormal;
4163 vec_t brightness = 0.0f;
4168 VectorCopy(r_refdef.view.forward, forward);
4169 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4171 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4172 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4173 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4174 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4175 d = DotProduct(forward, diffusenormal);
4176 brightness += VectorLength(ambient);
4178 brightness += d * VectorLength(diffuse);
4180 brightness *= 1.0f / c;
4181 brightness += 0.00001f; // make sure it's never zero
4182 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4183 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4184 current = r_hdr_irisadaptation_value.value;
4186 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4187 else if (current > goal)
4188 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4189 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4190 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4192 else if (r_hdr_irisadaptation_value.value != 1.0f)
4193 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4196 extern cvar_t r_lockvisibility;
4197 extern cvar_t r_lockpvs;
4199 static void R_View_SetFrustum(const int *scissor)
4202 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4203 vec3_t forward, left, up, origin, v;
4204 if(r_lockvisibility.integer)
4208 // flipped x coordinates (because x points left here)
4209 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4210 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4211 // non-flipped y coordinates
4212 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4213 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4216 // we can't trust r_refdef.view.forward and friends in reflected scenes
4217 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4220 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4221 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4222 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4223 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4224 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4225 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4226 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4227 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4228 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4229 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4230 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4231 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4235 zNear = r_refdef.nearclip;
4236 nudge = 1.0 - 1.0 / (1<<23);
4237 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4238 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4239 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4240 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4241 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4242 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4243 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4244 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4250 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4251 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4252 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4253 r_refdef.view.frustum[0].dist = m[15] - m[12];
4255 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4256 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4257 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4258 r_refdef.view.frustum[1].dist = m[15] + m[12];
4260 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4261 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4262 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4263 r_refdef.view.frustum[2].dist = m[15] - m[13];
4265 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4266 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4267 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4268 r_refdef.view.frustum[3].dist = m[15] + m[13];
4270 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4271 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4272 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4273 r_refdef.view.frustum[4].dist = m[15] - m[14];
4275 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4276 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4277 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4278 r_refdef.view.frustum[5].dist = m[15] + m[14];
4281 if (r_refdef.view.useperspective)
4283 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4284 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4285 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4286 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4287 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4289 // then the normals from the corners relative to origin
4290 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4291 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4292 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4293 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4295 // in a NORMAL view, forward cross left == up
4296 // in a REFLECTED view, forward cross left == down
4297 // so our cross products above need to be adjusted for a left handed coordinate system
4298 CrossProduct(forward, left, v);
4299 if(DotProduct(v, up) < 0)
4301 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4302 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4303 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4304 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4307 // Leaving those out was a mistake, those were in the old code, and they
4308 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4309 // I couldn't reproduce it after adding those normalizations. --blub
4310 VectorNormalize(r_refdef.view.frustum[0].normal);
4311 VectorNormalize(r_refdef.view.frustum[1].normal);
4312 VectorNormalize(r_refdef.view.frustum[2].normal);
4313 VectorNormalize(r_refdef.view.frustum[3].normal);
4315 // make the corners absolute
4316 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4317 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4318 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4319 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4322 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4324 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4325 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4326 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4327 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4328 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4332 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4333 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4334 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4335 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4336 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4337 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4338 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4339 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4340 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4341 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4343 r_refdef.view.numfrustumplanes = 5;
4345 if (r_refdef.view.useclipplane)
4347 r_refdef.view.numfrustumplanes = 6;
4348 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4351 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4352 PlaneClassify(r_refdef.view.frustum + i);
4354 // LadyHavoc: note to all quake engine coders, Quake had a special case
4355 // for 90 degrees which assumed a square view (wrong), so I removed it,
4356 // Quake2 has it disabled as well.
4358 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4359 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4360 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4361 //PlaneClassify(&frustum[0]);
4363 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4364 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4365 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4366 //PlaneClassify(&frustum[1]);
4368 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4369 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4370 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4371 //PlaneClassify(&frustum[2]);
4373 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4374 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4375 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4376 //PlaneClassify(&frustum[3]);
4379 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4380 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4381 //PlaneClassify(&frustum[4]);
4384 static void R_View_UpdateWithScissor(const int *myscissor)
4386 R_Main_ResizeViewCache();
4387 R_View_SetFrustum(myscissor);
4388 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4389 R_View_UpdateEntityVisible();
4392 static void R_View_Update(void)
4394 R_Main_ResizeViewCache();
4395 R_View_SetFrustum(NULL);
4396 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4397 R_View_UpdateEntityVisible();
4400 float viewscalefpsadjusted = 1.0f;
4402 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4404 const float *customclipplane = NULL;
4406 int /*rtwidth,*/ rtheight;
4407 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4409 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4410 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4411 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4412 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4413 dist = r_refdef.view.clipplane.dist;
4414 plane[0] = r_refdef.view.clipplane.normal[0];
4415 plane[1] = r_refdef.view.clipplane.normal[1];
4416 plane[2] = r_refdef.view.clipplane.normal[2];
4418 customclipplane = plane;
4421 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4422 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4424 if (!r_refdef.view.useperspective)
4425 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4426 else if (vid.stencil && r_useinfinitefarclip.integer)
4427 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4429 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4430 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4431 R_SetViewport(&r_refdef.view.viewport);
4434 void R_EntityMatrix(const matrix4x4_t *matrix)
4436 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4438 gl_modelmatrixchanged = false;
4439 gl_modelmatrix = *matrix;
4440 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4441 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4442 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4443 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4445 switch(vid.renderpath)
4447 case RENDERPATH_GL32:
4448 case RENDERPATH_GLES2:
4449 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4450 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4456 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4458 r_viewport_t viewport;
4462 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4463 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4464 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4465 R_SetViewport(&viewport);
4466 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4467 GL_Color(1, 1, 1, 1);
4468 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4469 GL_BlendFunc(GL_ONE, GL_ZERO);
4470 GL_ScissorTest(false);
4471 GL_DepthMask(false);
4472 GL_DepthRange(0, 1);
4473 GL_DepthTest(false);
4474 GL_DepthFunc(GL_LEQUAL);
4475 R_EntityMatrix(&identitymatrix);
4476 R_Mesh_ResetTextureState();
4477 GL_PolygonOffset(0, 0);
4478 switch(vid.renderpath)
4480 case RENDERPATH_GL32:
4481 case RENDERPATH_GLES2:
4482 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4485 GL_CullFace(GL_NONE);
4490 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4492 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4495 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4497 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4498 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4499 GL_Color(1, 1, 1, 1);
4500 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4501 GL_BlendFunc(GL_ONE, GL_ZERO);
4502 GL_ScissorTest(true);
4504 GL_DepthRange(0, 1);
4506 GL_DepthFunc(GL_LEQUAL);
4507 R_EntityMatrix(&identitymatrix);
4508 R_Mesh_ResetTextureState();
4509 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4510 switch(vid.renderpath)
4512 case RENDERPATH_GL32:
4513 case RENDERPATH_GLES2:
4514 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4517 GL_CullFace(r_refdef.view.cullface_back);
4522 R_RenderView_UpdateViewVectors
4525 void R_RenderView_UpdateViewVectors(void)
4527 // break apart the view matrix into vectors for various purposes
4528 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4529 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4530 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4531 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4532 // make an inverted copy of the view matrix for tracking sprites
4533 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4536 void R_RenderTarget_FreeUnused(qbool force)
4538 unsigned int i, j, end;
4539 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4540 for (i = 0; i < end; i++)
4542 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4543 // free resources for rendertargets that have not been used for a while
4544 // (note: this check is run after the frame render, so any targets used
4545 // this frame will not be affected even at low framerates)
4546 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4549 R_Mesh_DestroyFramebufferObject(r->fbo);
4550 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4551 if (r->colortexture[j])
4552 R_FreeTexture(r->colortexture[j]);
4553 if (r->depthtexture)
4554 R_FreeTexture(r->depthtexture);
4555 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4560 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4562 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4566 y2 = (th - y - h) * ih;
4577 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4579 unsigned int i, j, end;
4580 r_rendertarget_t *r = NULL;
4582 // first try to reuse an existing slot if possible
4583 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4584 for (i = 0; i < end; i++)
4586 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4587 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4592 // no unused exact match found, so we have to make one in the first unused slot
4593 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4594 r->texturewidth = texturewidth;
4595 r->textureheight = textureheight;
4596 r->colortextype[0] = colortextype0;
4597 r->colortextype[1] = colortextype1;
4598 r->colortextype[2] = colortextype2;
4599 r->colortextype[3] = colortextype3;
4600 r->depthtextype = depthtextype;
4601 r->depthisrenderbuffer = depthisrenderbuffer;
4602 for (j = 0; j < 4; j++)
4603 if (r->colortextype[j])
4604 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4605 if (r->depthtextype)
4607 if (r->depthisrenderbuffer)
4608 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4610 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4612 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4614 r_refdef.stats[r_stat_rendertargets_used]++;
4615 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4616 r->lastusetime = host.realtime;
4617 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4621 static void R_Water_StartFrame(int viewwidth, int viewheight)
4623 int waterwidth, waterheight;
4625 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4628 // set waterwidth and waterheight to the water resolution that will be
4629 // used (often less than the screen resolution for faster rendering)
4630 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4631 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4633 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4634 waterwidth = waterheight = 0;
4636 // set up variables that will be used in shader setup
4637 r_fb.water.waterwidth = waterwidth;
4638 r_fb.water.waterheight = waterheight;
4639 r_fb.water.texturewidth = waterwidth;
4640 r_fb.water.textureheight = waterheight;
4641 r_fb.water.camerawidth = waterwidth;
4642 r_fb.water.cameraheight = waterheight;
4643 r_fb.water.screenscale[0] = 0.5f;
4644 r_fb.water.screenscale[1] = 0.5f;
4645 r_fb.water.screencenter[0] = 0.5f;
4646 r_fb.water.screencenter[1] = 0.5f;
4647 r_fb.water.enabled = waterwidth != 0;
4649 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4650 r_fb.water.numwaterplanes = 0;
4653 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4655 int planeindex, bestplaneindex, vertexindex;
4656 vec3_t mins, maxs, normal, center, v, n;
4657 vec_t planescore, bestplanescore;
4659 r_waterstate_waterplane_t *p;
4660 texture_t *t = R_GetCurrentTexture(surface->texture);
4662 rsurface.texture = t;
4663 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4664 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4665 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4667 // average the vertex normals, find the surface bounds (after deformvertexes)
4668 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4669 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4670 VectorCopy(n, normal);
4671 VectorCopy(v, mins);
4672 VectorCopy(v, maxs);
4673 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4675 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4676 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4677 VectorAdd(normal, n, normal);
4678 mins[0] = min(mins[0], v[0]);
4679 mins[1] = min(mins[1], v[1]);
4680 mins[2] = min(mins[2], v[2]);
4681 maxs[0] = max(maxs[0], v[0]);
4682 maxs[1] = max(maxs[1], v[1]);
4683 maxs[2] = max(maxs[2], v[2]);
4685 VectorNormalize(normal);
4686 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4688 VectorCopy(normal, plane.normal);
4689 VectorNormalize(plane.normal);
4690 plane.dist = DotProduct(center, plane.normal);
4691 PlaneClassify(&plane);
4692 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4694 // skip backfaces (except if nocullface is set)
4695 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4697 VectorNegate(plane.normal, plane.normal);
4699 PlaneClassify(&plane);
4703 // find a matching plane if there is one
4704 bestplaneindex = -1;
4705 bestplanescore = 1048576.0f;
4706 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4708 if(p->camera_entity == t->camera_entity)
4710 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4711 if (bestplaneindex < 0 || bestplanescore > planescore)
4713 bestplaneindex = planeindex;
4714 bestplanescore = planescore;
4718 planeindex = bestplaneindex;
4720 // if this surface does not fit any known plane rendered this frame, add one
4721 if (planeindex < 0 || bestplanescore > 0.001f)
4723 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4725 // store the new plane
4726 planeindex = r_fb.water.numwaterplanes++;
4727 p = r_fb.water.waterplanes + planeindex;
4729 // clear materialflags and pvs
4730 p->materialflags = 0;
4731 p->pvsvalid = false;
4732 p->camera_entity = t->camera_entity;
4733 VectorCopy(mins, p->mins);
4734 VectorCopy(maxs, p->maxs);
4738 // We're totally screwed.
4744 // merge mins/maxs when we're adding this surface to the plane
4745 p = r_fb.water.waterplanes + planeindex;
4746 p->mins[0] = min(p->mins[0], mins[0]);
4747 p->mins[1] = min(p->mins[1], mins[1]);
4748 p->mins[2] = min(p->mins[2], mins[2]);
4749 p->maxs[0] = max(p->maxs[0], maxs[0]);
4750 p->maxs[1] = max(p->maxs[1], maxs[1]);
4751 p->maxs[2] = max(p->maxs[2], maxs[2]);
4753 // merge this surface's materialflags into the waterplane
4754 p->materialflags |= t->currentmaterialflags;
4755 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4757 // merge this surface's PVS into the waterplane
4758 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4759 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4761 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4767 extern cvar_t r_drawparticles;
4768 extern cvar_t r_drawdecals;
4770 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4773 r_refdef_view_t originalview;
4774 r_refdef_view_t myview;
4775 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
4776 r_waterstate_waterplane_t *p;
4778 r_rendertarget_t *rt;
4780 originalview = r_refdef.view;
4782 // lowquality hack, temporarily shut down some cvars and restore afterwards
4783 qualityreduction = r_water_lowquality.integer;
4784 if (qualityreduction > 0)
4786 if (qualityreduction >= 1)
4788 old_r_shadows = r_shadows.integer;
4789 old_r_worldrtlight = r_shadow_realtime_world.integer;
4790 old_r_dlight = r_shadow_realtime_dlight.integer;
4791 Cvar_SetValueQuick(&r_shadows, 0);
4792 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4793 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4795 if (qualityreduction >= 2)
4797 old_r_dynamic = r_dynamic.integer;
4798 old_r_particles = r_drawparticles.integer;
4799 old_r_decals = r_drawdecals.integer;
4800 Cvar_SetValueQuick(&r_dynamic, 0);
4801 Cvar_SetValueQuick(&r_drawparticles, 0);
4802 Cvar_SetValueQuick(&r_drawdecals, 0);
4806 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4808 p->rt_reflection = NULL;
4809 p->rt_refraction = NULL;
4810 p->rt_camera = NULL;
4814 r_refdef.view = originalview;
4815 r_refdef.view.showdebug = false;
4816 r_refdef.view.width = r_fb.water.waterwidth;
4817 r_refdef.view.height = r_fb.water.waterheight;
4818 r_refdef.view.useclipplane = true;
4819 myview = r_refdef.view;
4820 r_fb.water.renderingscene = true;
4821 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4823 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4826 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4828 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4829 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4831 r_refdef.view = myview;
4832 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4833 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4834 if(r_water_scissormode.integer)
4836 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4837 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4839 p->rt_reflection = NULL;
4840 p->rt_refraction = NULL;
4841 p->rt_camera = NULL;
4846 r_refdef.view.clipplane = p->plane;
4847 // reflected view origin may be in solid, so don't cull with it
4848 r_refdef.view.usevieworiginculling = false;
4849 // reverse the cullface settings for this render
4850 r_refdef.view.cullface_front = GL_FRONT;
4851 r_refdef.view.cullface_back = GL_BACK;
4852 // combined pvs (based on what can be seen from each surface center)
4853 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4855 r_refdef.view.usecustompvs = true;
4857 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4859 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4862 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4863 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4864 GL_ScissorTest(false);
4865 R_ClearScreen(r_refdef.fogenabled);
4866 GL_ScissorTest(true);
4867 if(r_water_scissormode.integer & 2)
4868 R_View_UpdateWithScissor(myscissor);
4871 R_AnimCache_CacheVisibleEntities();
4872 if(r_water_scissormode.integer & 1)
4873 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4874 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4876 r_fb.water.hideplayer = false;
4877 p->rt_reflection = rt;
4880 // render the normal view scene and copy into texture
4881 // (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)
4882 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4884 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4885 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4887 r_refdef.view = myview;
4888 if(r_water_scissormode.integer)
4890 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4891 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4893 p->rt_reflection = NULL;
4894 p->rt_refraction = NULL;
4895 p->rt_camera = NULL;
4900 // combined pvs (based on what can be seen from each surface center)
4901 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4903 r_refdef.view.usecustompvs = true;
4905 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4907 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4910 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4912 r_refdef.view.clipplane = p->plane;
4913 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4914 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4916 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4918 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4919 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4920 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4921 R_RenderView_UpdateViewVectors();
4922 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4924 r_refdef.view.usecustompvs = true;
4925 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4929 PlaneClassify(&r_refdef.view.clipplane);
4931 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4932 GL_ScissorTest(false);
4933 R_ClearScreen(r_refdef.fogenabled);
4934 GL_ScissorTest(true);
4935 if(r_water_scissormode.integer & 2)
4936 R_View_UpdateWithScissor(myscissor);
4939 R_AnimCache_CacheVisibleEntities();
4940 if(r_water_scissormode.integer & 1)
4941 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4942 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4944 r_fb.water.hideplayer = false;
4945 p->rt_refraction = rt;
4947 else if (p->materialflags & MATERIALFLAG_CAMERA)
4949 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4950 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4952 r_refdef.view = myview;
4954 r_refdef.view.clipplane = p->plane;
4955 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4956 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4958 r_refdef.view.width = r_fb.water.camerawidth;
4959 r_refdef.view.height = r_fb.water.cameraheight;
4960 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4961 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4962 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4963 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4965 if(p->camera_entity)
4967 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4968 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4971 // note: all of the view is used for displaying... so
4972 // there is no use in scissoring
4974 // reverse the cullface settings for this render
4975 r_refdef.view.cullface_front = GL_FRONT;
4976 r_refdef.view.cullface_back = GL_BACK;
4977 // also reverse the view matrix
4978 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
4979 R_RenderView_UpdateViewVectors();
4980 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4982 r_refdef.view.usecustompvs = true;
4983 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4986 // camera needs no clipplane
4987 r_refdef.view.useclipplane = false;
4988 // TODO: is the camera origin always valid? if so we don't need to clear this
4989 r_refdef.view.usevieworiginculling = false;
4991 PlaneClassify(&r_refdef.view.clipplane);
4993 r_fb.water.hideplayer = false;
4995 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4996 GL_ScissorTest(false);
4997 R_ClearScreen(r_refdef.fogenabled);
4998 GL_ScissorTest(true);
5000 R_AnimCache_CacheVisibleEntities();
5001 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5003 r_fb.water.hideplayer = false;
5008 r_fb.water.renderingscene = false;
5009 r_refdef.view = originalview;
5010 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5012 R_AnimCache_CacheVisibleEntities();
5015 r_refdef.view = originalview;
5016 r_fb.water.renderingscene = false;
5017 Cvar_SetValueQuick(&r_water, 0);
5018 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5020 // lowquality hack, restore cvars
5021 if (qualityreduction > 0)
5023 if (qualityreduction >= 1)
5025 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5026 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5027 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5029 if (qualityreduction >= 2)
5031 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5032 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5033 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5038 static void R_Bloom_StartFrame(void)
5040 int screentexturewidth, screentextureheight;
5041 textype_t textype = TEXTYPE_COLORBUFFER;
5044 // clear the pointers to rendertargets from last frame as they're stale
5045 r_fb.rt_screen = NULL;
5046 r_fb.rt_bloom = NULL;
5048 switch (vid.renderpath)
5050 case RENDERPATH_GL32:
5051 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5052 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5053 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5055 case RENDERPATH_GLES2:
5056 r_fb.usedepthtextures = false;
5060 if (r_viewscale_fpsscaling.integer)
5062 double actualframetime;
5063 double targetframetime;
5065 actualframetime = r_refdef.lastdrawscreentime;
5066 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5067 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5068 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5069 if (r_viewscale_fpsscaling_stepsize.value > 0)
5072 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5074 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5076 viewscalefpsadjusted += adjust;
5077 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5080 viewscalefpsadjusted = 1.0f;
5082 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5084 scale *= sqrt(vid.samples); // supersampling
5085 scale = bound(0.03125f, scale, 4.0f);
5086 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5087 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5088 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5089 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5091 // set bloomwidth and bloomheight to the bloom resolution that will be
5092 // used (often less than the screen resolution for faster rendering)
5093 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5094 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5095 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5096 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5097 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5099 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5101 Cvar_SetValueQuick(&r_bloom, 0);
5102 Cvar_SetValueQuick(&r_motionblur, 0);
5103 Cvar_SetValueQuick(&r_damageblur, 0);
5105 if (!r_bloom.integer)
5106 r_fb.bloomwidth = r_fb.bloomheight = 0;
5108 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5109 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5111 if (r_fb.ghosttexture)
5112 R_FreeTexture(r_fb.ghosttexture);
5113 r_fb.ghosttexture = NULL;
5115 r_fb.screentexturewidth = screentexturewidth;
5116 r_fb.screentextureheight = screentextureheight;
5117 r_fb.textype = textype;
5119 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5121 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5122 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5123 r_fb.ghosttexture_valid = false;
5127 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5129 r_refdef.view.clear = true;
5132 static void R_Bloom_MakeTexture(void)
5135 float xoffset, yoffset, r, brighten;
5136 float colorscale = r_bloom_colorscale.value;
5137 r_viewport_t bloomviewport;
5138 r_rendertarget_t *prev, *cur;
5139 textype_t textype = r_fb.rt_screen->colortextype[0];
5141 r_refdef.stats[r_stat_bloom]++;
5143 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5145 // scale down screen texture to the bloom texture size
5147 prev = r_fb.rt_screen;
5148 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5149 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5150 R_SetViewport(&bloomviewport);
5151 GL_CullFace(GL_NONE);
5152 GL_DepthTest(false);
5153 GL_BlendFunc(GL_ONE, GL_ZERO);
5154 GL_Color(colorscale, colorscale, colorscale, 1);
5155 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5156 // TODO: do boxfilter scale-down in shader?
5157 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5158 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5159 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5160 // we now have a properly scaled bloom image
5162 // multiply bloom image by itself as many times as desired to darken it
5163 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5164 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5167 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5168 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5170 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5172 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5173 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5174 GL_Color(1,1,1,1); // no fix factor supported here
5175 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5176 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5177 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5178 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5182 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5183 brighten = r_bloom_brighten.value;
5184 brighten = sqrt(brighten);
5186 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5188 for (dir = 0;dir < 2;dir++)
5191 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5192 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5193 // blend on at multiple vertical offsets to achieve a vertical blur
5194 // TODO: do offset blends using GLSL
5195 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5197 GL_BlendFunc(GL_ONE, GL_ZERO);
5199 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5201 for (x = -range;x <= range;x++)
5203 if (!dir){xoffset = 0;yoffset = x;}
5204 else {xoffset = x;yoffset = 0;}
5205 xoffset /= (float)prev->texturewidth;
5206 yoffset /= (float)prev->textureheight;
5207 // compute a texcoord array with the specified x and y offset
5208 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5209 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5210 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5211 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5212 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5213 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5214 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5215 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5216 // this r value looks like a 'dot' particle, fading sharply to
5217 // black at the edges
5218 // (probably not realistic but looks good enough)
5219 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5220 //r = brighten/(range*2+1);
5221 r = brighten / (range * 2 + 1);
5223 r *= (1 - x*x/(float)((range+1)*(range+1)));
5227 GL_Color(r, r, r, 1);
5229 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5231 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5232 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5234 GL_BlendFunc(GL_ONE, GL_ONE);
5239 // now we have the bloom image, so keep track of it
5240 r_fb.rt_bloom = cur;
5243 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5245 uint64_t permutation;
5246 float uservecs[4][4];
5247 rtexture_t *viewtexture;
5248 rtexture_t *bloomtexture;
5250 R_EntityMatrix(&identitymatrix);
5252 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5254 // declare variables
5255 float blur_factor, blur_mouseaccel, blur_velocity;
5256 static float blur_average;
5257 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5259 // set a goal for the factoring
5260 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5261 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5262 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5263 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5264 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5265 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5267 // from the goal, pick an averaged value between goal and last value
5268 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5269 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5271 // enforce minimum amount of blur
5272 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5274 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5276 // calculate values into a standard alpha
5277 cl.motionbluralpha = 1 - exp(-
5279 (r_motionblur.value * blur_factor / 80)
5281 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5284 max(0.0001, cl.time - cl.oldtime) // fps independent
5287 // randomization for the blur value to combat persistent ghosting
5288 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5289 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5292 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5293 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5295 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5296 GL_Color(1, 1, 1, cl.motionbluralpha);
5297 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5298 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5299 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5300 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5301 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5304 // updates old view angles for next pass
5305 VectorCopy(cl.viewangles, blur_oldangles);
5307 // copy view into the ghost texture
5308 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5309 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5310 r_fb.ghosttexture_valid = true;
5313 if (r_fb.bloomwidth)
5315 // make the bloom texture
5316 R_Bloom_MakeTexture();
5319 #if _MSC_VER >= 1400
5320 #define sscanf sscanf_s
5322 memset(uservecs, 0, sizeof(uservecs));
5323 if (r_glsl_postprocess_uservec1_enable.integer)
5324 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5325 if (r_glsl_postprocess_uservec2_enable.integer)
5326 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5327 if (r_glsl_postprocess_uservec3_enable.integer)
5328 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5329 if (r_glsl_postprocess_uservec4_enable.integer)
5330 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5332 // render to the screen fbo
5333 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5334 GL_Color(1, 1, 1, 1);
5335 GL_BlendFunc(GL_ONE, GL_ZERO);
5337 viewtexture = r_fb.rt_screen->colortexture[0];
5338 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5340 if (r_rendertarget_debug.integer >= 0)
5342 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5343 if (rt && rt->colortexture[0])
5345 viewtexture = rt->colortexture[0];
5346 bloomtexture = NULL;
5350 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5351 switch(vid.renderpath)
5353 case RENDERPATH_GL32:
5354 case RENDERPATH_GLES2:
5356 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5357 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5358 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5359 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5360 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5361 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5362 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5363 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5364 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5365 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5366 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5367 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5368 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5369 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5370 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5371 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5372 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5373 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
5374 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5377 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5378 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5381 matrix4x4_t r_waterscrollmatrix;
5383 void R_UpdateFog(void)
5386 if (gamemode == GAME_NEHAHRA)
5388 if (gl_fogenable.integer)
5390 r_refdef.oldgl_fogenable = true;
5391 r_refdef.fog_density = gl_fogdensity.value;
5392 r_refdef.fog_red = gl_fogred.value;
5393 r_refdef.fog_green = gl_foggreen.value;
5394 r_refdef.fog_blue = gl_fogblue.value;
5395 r_refdef.fog_alpha = 1;
5396 r_refdef.fog_start = 0;
5397 r_refdef.fog_end = gl_skyclip.value;
5398 r_refdef.fog_height = 1<<30;
5399 r_refdef.fog_fadedepth = 128;
5401 else if (r_refdef.oldgl_fogenable)
5403 r_refdef.oldgl_fogenable = false;
5404 r_refdef.fog_density = 0;
5405 r_refdef.fog_red = 0;
5406 r_refdef.fog_green = 0;
5407 r_refdef.fog_blue = 0;
5408 r_refdef.fog_alpha = 0;
5409 r_refdef.fog_start = 0;
5410 r_refdef.fog_end = 0;
5411 r_refdef.fog_height = 1<<30;
5412 r_refdef.fog_fadedepth = 128;
5417 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5418 r_refdef.fog_start = max(0, r_refdef.fog_start);
5419 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5421 if (r_refdef.fog_density && r_drawfog.integer)
5423 r_refdef.fogenabled = true;
5424 // this is the point where the fog reaches 0.9986 alpha, which we
5425 // consider a good enough cutoff point for the texture
5426 // (0.9986 * 256 == 255.6)
5427 if (r_fog_exp2.integer)
5428 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5430 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5431 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5432 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5433 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5434 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5435 R_BuildFogHeightTexture();
5436 // fog color was already set
5437 // update the fog texture
5438 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)
5439 R_BuildFogTexture();
5440 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5441 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5444 r_refdef.fogenabled = false;
5447 if (r_refdef.fog_density)
5449 r_refdef.fogcolor[0] = r_refdef.fog_red;
5450 r_refdef.fogcolor[1] = r_refdef.fog_green;
5451 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5453 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5454 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5455 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5456 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5460 VectorCopy(r_refdef.fogcolor, fogvec);
5461 // color.rgb *= ContrastBoost * SceneBrightness;
5462 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5463 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5464 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5465 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5470 void R_UpdateVariables(void)
5474 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5476 r_refdef.farclip = r_farclip_base.value;
5477 if (r_refdef.scene.worldmodel)
5478 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5479 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5481 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5482 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5483 r_refdef.polygonfactor = 0;
5484 r_refdef.polygonoffset = 0;
5486 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5487 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5488 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5489 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5490 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5491 if (r_refdef.scene.worldmodel)
5493 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5495 if (r_showsurfaces.integer)
5497 r_refdef.scene.rtworld = false;
5498 r_refdef.scene.rtworldshadows = false;
5499 r_refdef.scene.rtdlight = false;
5500 r_refdef.scene.rtdlightshadows = false;
5501 r_refdef.scene.lightmapintensity = 0;
5504 r_gpuskeletal = false;
5505 switch(vid.renderpath)
5507 case RENDERPATH_GL32:
5508 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5509 case RENDERPATH_GLES2:
5510 if(!vid_gammatables_trivial)
5512 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5514 // build GLSL gamma texture
5515 #define RAMPWIDTH 256
5516 unsigned short ramp[RAMPWIDTH * 3];
5517 unsigned char rampbgr[RAMPWIDTH][4];
5520 r_texture_gammaramps_serial = vid_gammatables_serial;
5522 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5523 for(i = 0; i < RAMPWIDTH; ++i)
5525 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5526 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5527 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5530 if (r_texture_gammaramps)
5532 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
5536 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5542 // remove GLSL gamma texture
5548 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5549 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5555 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5556 if( scenetype != r_currentscenetype ) {
5557 // store the old scenetype
5558 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5559 r_currentscenetype = scenetype;
5560 // move in the new scene
5561 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5570 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5572 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5573 if( scenetype == r_currentscenetype ) {
5574 return &r_refdef.scene;
5576 return &r_scenes_store[ scenetype ];
5580 static int R_SortEntities_Compare(const void *ap, const void *bp)
5582 const entity_render_t *a = *(const entity_render_t **)ap;
5583 const entity_render_t *b = *(const entity_render_t **)bp;
5586 if(a->model < b->model)
5588 if(a->model > b->model)
5592 // TODO possibly calculate the REAL skinnum here first using
5594 if(a->skinnum < b->skinnum)
5596 if(a->skinnum > b->skinnum)
5599 // everything we compared is equal
5602 static void R_SortEntities(void)
5604 // below or equal 2 ents, sorting never gains anything
5605 if(r_refdef.scene.numentities <= 2)
5608 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5616 extern cvar_t r_shadow_bouncegrid;
5617 extern cvar_t v_isometric;
5618 extern void V_MakeViewIsometric(void);
5619 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5621 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5623 rtexture_t *viewdepthtexture = NULL;
5624 rtexture_t *viewcolortexture = NULL;
5625 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5627 // finish any 2D rendering that was queued
5630 if (r_timereport_active)
5631 R_TimeReport("start");
5632 r_textureframe++; // used only by R_GetCurrentTexture
5633 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5635 if(R_CompileShader_CheckStaticParms())
5636 R_GLSL_Restart_f(cmd_local);
5638 if (!r_drawentities.integer)
5639 r_refdef.scene.numentities = 0;
5640 else if (r_sortentities.integer)
5643 R_AnimCache_ClearCache();
5645 /* adjust for stereo display */
5646 if(R_Stereo_Active())
5648 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
5649 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5652 if (r_refdef.view.isoverlay)
5654 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5655 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5656 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5657 R_TimeReport("depthclear");
5659 r_refdef.view.showdebug = false;
5661 r_fb.water.enabled = false;
5662 r_fb.water.numwaterplanes = 0;
5664 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5666 r_refdef.view.matrix = originalmatrix;
5672 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5674 r_refdef.view.matrix = originalmatrix;
5678 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5679 if (v_isometric.integer && r_refdef.view.ismain)
5680 V_MakeViewIsometric();
5682 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5684 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5685 // in sRGB fallback, behave similar to true sRGB: convert this
5686 // value from linear to sRGB
5687 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5689 R_RenderView_UpdateViewVectors();
5691 R_Shadow_UpdateWorldLightSelection();
5693 // this will set up r_fb.rt_screen
5694 R_Bloom_StartFrame();
5696 // apply bloom brightness offset
5698 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5700 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5703 viewfbo = r_fb.rt_screen->fbo;
5704 viewdepthtexture = r_fb.rt_screen->depthtexture;
5705 viewcolortexture = r_fb.rt_screen->colortexture[0];
5708 viewwidth = r_fb.rt_screen->texturewidth;
5709 viewheight = r_fb.rt_screen->textureheight;
5712 R_Water_StartFrame(viewwidth, viewheight);
5715 if (r_timereport_active)
5716 R_TimeReport("viewsetup");
5718 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5720 // clear the whole fbo every frame - otherwise the driver will consider
5721 // it to be an inter-frame texture and stall in multi-gpu configurations
5723 GL_ScissorTest(false);
5724 R_ClearScreen(r_refdef.fogenabled);
5725 if (r_timereport_active)
5726 R_TimeReport("viewclear");
5728 r_refdef.view.clear = true;
5730 r_refdef.view.showdebug = true;
5733 if (r_timereport_active)
5734 R_TimeReport("visibility");
5736 R_AnimCache_CacheVisibleEntities();
5737 if (r_timereport_active)
5738 R_TimeReport("animcache");
5740 R_Shadow_UpdateBounceGridTexture();
5741 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5743 r_fb.water.numwaterplanes = 0;
5744 if (r_fb.water.enabled)
5745 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5747 // for the actual view render we use scissoring a fair amount, so scissor
5748 // test needs to be on
5750 GL_ScissorTest(true);
5751 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5752 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5753 r_fb.water.numwaterplanes = 0;
5755 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5756 GL_ScissorTest(false);
5758 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5759 if (r_timereport_active)
5760 R_TimeReport("blendview");
5762 r_refdef.view.matrix = originalmatrix;
5766 // go back to 2d rendering
5770 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5772 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5774 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5775 if (r_timereport_active)
5776 R_TimeReport("waterworld");
5779 // don't let sound skip if going slow
5780 if (r_refdef.scene.extraupdate)
5783 R_DrawModelsAddWaterPlanes();
5784 if (r_timereport_active)
5785 R_TimeReport("watermodels");
5787 if (r_fb.water.numwaterplanes)
5789 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5790 if (r_timereport_active)
5791 R_TimeReport("waterscenes");
5795 extern cvar_t cl_locs_show;
5796 static void R_DrawLocs(void);
5797 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5798 static void R_DrawModelDecals(void);
5799 extern qbool r_shadow_usingdeferredprepass;
5800 extern int r_shadow_shadowmapatlas_modelshadows_size;
5801 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5803 qbool shadowmapping = false;
5805 if (r_timereport_active)
5806 R_TimeReport("beginscene");
5808 r_refdef.stats[r_stat_renders]++;
5812 // don't let sound skip if going slow
5813 if (r_refdef.scene.extraupdate)
5816 R_MeshQueue_BeginScene();
5820 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);
5822 if (r_timereport_active)
5823 R_TimeReport("skystartframe");
5825 if (cl.csqc_vidvars.drawworld)
5827 // don't let sound skip if going slow
5828 if (r_refdef.scene.extraupdate)
5831 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5833 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5834 if (r_timereport_active)
5835 R_TimeReport("worldsky");
5838 if (R_DrawBrushModelsSky() && r_timereport_active)
5839 R_TimeReport("bmodelsky");
5841 if (skyrendermasked && skyrenderlater)
5843 // we have to force off the water clipping plane while rendering sky
5844 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5846 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5847 if (r_timereport_active)
5848 R_TimeReport("sky");
5852 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5853 r_shadow_viewfbo = viewfbo;
5854 r_shadow_viewdepthtexture = viewdepthtexture;
5855 r_shadow_viewcolortexture = viewcolortexture;
5856 r_shadow_viewx = viewx;
5857 r_shadow_viewy = viewy;
5858 r_shadow_viewwidth = viewwidth;
5859 r_shadow_viewheight = viewheight;
5861 R_Shadow_PrepareModelShadows();
5862 R_Shadow_PrepareLights();
5863 if (r_timereport_active)
5864 R_TimeReport("preparelights");
5866 // render all the shadowmaps that will be used for this view
5867 shadowmapping = R_Shadow_ShadowMappingEnabled();
5868 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5870 R_Shadow_DrawShadowMaps();
5871 if (r_timereport_active)
5872 R_TimeReport("shadowmaps");
5875 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5876 if (r_shadow_usingdeferredprepass)
5877 R_Shadow_DrawPrepass();
5879 // now we begin the forward pass of the view render
5880 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5882 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5883 if (r_timereport_active)
5884 R_TimeReport("worlddepth");
5886 if (r_depthfirst.integer >= 2)
5888 R_DrawModelsDepth();
5889 if (r_timereport_active)
5890 R_TimeReport("modeldepth");
5893 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5895 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5896 if (r_timereport_active)
5897 R_TimeReport("world");
5900 // don't let sound skip if going slow
5901 if (r_refdef.scene.extraupdate)
5905 if (r_timereport_active)
5906 R_TimeReport("models");
5908 // don't let sound skip if going slow
5909 if (r_refdef.scene.extraupdate)
5912 if (!r_shadow_usingdeferredprepass)
5914 R_Shadow_DrawLights();
5915 if (r_timereport_active)
5916 R_TimeReport("rtlights");
5919 // don't let sound skip if going slow
5920 if (r_refdef.scene.extraupdate)
5923 if (cl.csqc_vidvars.drawworld)
5925 R_DrawModelDecals();
5926 if (r_timereport_active)
5927 R_TimeReport("modeldecals");
5930 if (r_timereport_active)
5931 R_TimeReport("particles");
5934 if (r_timereport_active)
5935 R_TimeReport("explosions");
5938 if (r_refdef.view.showdebug)
5940 if (cl_locs_show.integer)
5943 if (r_timereport_active)
5944 R_TimeReport("showlocs");
5947 if (r_drawportals.integer)
5950 if (r_timereport_active)
5951 R_TimeReport("portals");
5954 if (r_showbboxes_client.value > 0)
5956 R_DrawEntityBBoxes(CLVM_prog);
5957 if (r_timereport_active)
5958 R_TimeReport("clbboxes");
5960 if (r_showbboxes.value > 0)
5962 R_DrawEntityBBoxes(SVVM_prog);
5963 if (r_timereport_active)
5964 R_TimeReport("svbboxes");
5968 if (r_transparent.integer)
5970 R_MeshQueue_RenderTransparent();
5971 if (r_timereport_active)
5972 R_TimeReport("drawtrans");
5975 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
5977 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5978 if (r_timereport_active)
5979 R_TimeReport("worlddebug");
5980 R_DrawModelsDebug();
5981 if (r_timereport_active)
5982 R_TimeReport("modeldebug");
5985 if (cl.csqc_vidvars.drawworld)
5987 R_Shadow_DrawCoronas();
5988 if (r_timereport_active)
5989 R_TimeReport("coronas");
5992 // don't let sound skip if going slow
5993 if (r_refdef.scene.extraupdate)
5997 static const unsigned short bboxelements[36] =
6007 #define BBOXEDGES 13
6008 static const float bboxedges[BBOXEDGES][6] =
6011 { 0, 0, 0, 1, 1, 1 },
6013 { 0, 0, 0, 0, 1, 0 },
6014 { 0, 0, 0, 1, 0, 0 },
6015 { 0, 1, 0, 1, 1, 0 },
6016 { 1, 0, 0, 1, 1, 0 },
6018 { 0, 0, 1, 0, 1, 1 },
6019 { 0, 0, 1, 1, 0, 1 },
6020 { 0, 1, 1, 1, 1, 1 },
6021 { 1, 0, 1, 1, 1, 1 },
6023 { 0, 0, 0, 0, 0, 1 },
6024 { 1, 0, 0, 1, 0, 1 },
6025 { 0, 1, 0, 0, 1, 1 },
6026 { 1, 1, 0, 1, 1, 1 },
6029 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6031 int numvertices = BBOXEDGES * 8;
6032 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6033 int numtriangles = BBOXEDGES * 12;
6034 unsigned short elements[BBOXEDGES * 36];
6036 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6038 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6040 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6041 GL_DepthMask(false);
6042 GL_DepthRange(0, 1);
6043 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6045 for (edge = 0; edge < BBOXEDGES; edge++)
6047 for (i = 0; i < 3; i++)
6049 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6050 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6052 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6053 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6054 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6055 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6056 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6057 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6058 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6059 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6060 for (i = 0; i < 36; i++)
6061 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6063 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6064 if (r_refdef.fogenabled)
6066 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6068 f1 = RSurf_FogVertex(v);
6070 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6071 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6072 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6075 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6076 R_Mesh_ResetTextureState();
6077 R_SetupShader_Generic_NoTexture(false, false);
6078 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6081 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6083 // hacky overloading of the parameters
6084 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6087 prvm_edict_t *edict;
6089 GL_CullFace(GL_NONE);
6090 R_SetupShader_Generic_NoTexture(false, false);
6092 for (i = 0;i < numsurfaces;i++)
6094 edict = PRVM_EDICT_NUM(surfacelist[i]);
6095 switch ((int)PRVM_serveredictfloat(edict, solid))
6097 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6098 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6099 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6100 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6101 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6102 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6103 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6105 if (prog == CLVM_prog)
6106 color[3] *= r_showbboxes_client.value;
6108 color[3] *= r_showbboxes.value;
6109 color[3] = bound(0, color[3], 1);
6110 GL_DepthTest(!r_showdisabledepthtest.integer);
6111 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6115 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6118 prvm_edict_t *edict;
6124 for (i = 0; i < prog->num_edicts; i++)
6126 edict = PRVM_EDICT_NUM(i);
6129 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6130 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6132 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6134 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6135 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6139 static const int nomodelelement3i[24] =
6151 static const unsigned short nomodelelement3s[24] =
6163 static const float nomodelvertex3f[6*3] =
6173 static const float nomodelcolor4f[6*4] =
6175 0.0f, 0.0f, 0.5f, 1.0f,
6176 0.0f, 0.0f, 0.5f, 1.0f,
6177 0.0f, 0.5f, 0.0f, 1.0f,
6178 0.0f, 0.5f, 0.0f, 1.0f,
6179 0.5f, 0.0f, 0.0f, 1.0f,
6180 0.5f, 0.0f, 0.0f, 1.0f
6183 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6189 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
6191 // this is only called once per entity so numsurfaces is always 1, and
6192 // surfacelist is always {0}, so this code does not handle batches
6194 if (rsurface.ent_flags & RENDER_ADDITIVE)
6196 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6197 GL_DepthMask(false);
6199 else if (ent->alpha < 1)
6201 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6202 GL_DepthMask(false);
6206 GL_BlendFunc(GL_ONE, GL_ZERO);
6209 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6210 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6211 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6212 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6213 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6214 for (i = 0, c = color4f;i < 6;i++, c += 4)
6216 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6217 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6218 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6221 if (r_refdef.fogenabled)
6223 for (i = 0, c = color4f;i < 6;i++, c += 4)
6225 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6227 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6228 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6229 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6232 // R_Mesh_ResetTextureState();
6233 R_SetupShader_Generic_NoTexture(false, false);
6234 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6235 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6238 void R_DrawNoModel(entity_render_t *ent)
6241 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6242 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6243 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6245 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6248 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6250 vec3_t right1, right2, diff, normal;
6252 VectorSubtract (org2, org1, normal);
6254 // calculate 'right' vector for start
6255 VectorSubtract (r_refdef.view.origin, org1, diff);
6256 CrossProduct (normal, diff, right1);
6257 VectorNormalize (right1);
6259 // calculate 'right' vector for end
6260 VectorSubtract (r_refdef.view.origin, org2, diff);
6261 CrossProduct (normal, diff, right2);
6262 VectorNormalize (right2);
6264 vert[ 0] = org1[0] + width * right1[0];
6265 vert[ 1] = org1[1] + width * right1[1];
6266 vert[ 2] = org1[2] + width * right1[2];
6267 vert[ 3] = org1[0] - width * right1[0];
6268 vert[ 4] = org1[1] - width * right1[1];
6269 vert[ 5] = org1[2] - width * right1[2];
6270 vert[ 6] = org2[0] - width * right2[0];
6271 vert[ 7] = org2[1] - width * right2[1];
6272 vert[ 8] = org2[2] - width * right2[2];
6273 vert[ 9] = org2[0] + width * right2[0];
6274 vert[10] = org2[1] + width * right2[1];
6275 vert[11] = org2[2] + width * right2[2];
6278 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
6280 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6281 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6282 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6283 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6284 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6285 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6286 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6287 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6288 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6289 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6290 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6291 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6294 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6299 VectorSet(v, x, y, z);
6300 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6301 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6303 if (i == mesh->numvertices)
6305 if (mesh->numvertices < mesh->maxvertices)
6307 VectorCopy(v, vertex3f);
6308 mesh->numvertices++;
6310 return mesh->numvertices;
6316 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6320 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6321 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6322 e = mesh->element3i + mesh->numtriangles * 3;
6323 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6325 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6326 if (mesh->numtriangles < mesh->maxtriangles)
6331 mesh->numtriangles++;
6333 element[1] = element[2];
6337 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6341 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6342 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6343 e = mesh->element3i + mesh->numtriangles * 3;
6344 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6346 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6347 if (mesh->numtriangles < mesh->maxtriangles)
6352 mesh->numtriangles++;
6354 element[1] = element[2];
6358 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6359 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6361 int planenum, planenum2;
6364 mplane_t *plane, *plane2;
6366 double temppoints[2][256*3];
6367 // figure out how large a bounding box we need to properly compute this brush
6369 for (w = 0;w < numplanes;w++)
6370 maxdist = max(maxdist, fabs(planes[w].dist));
6371 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6372 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6373 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6377 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6378 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6380 if (planenum2 == planenum)
6382 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);
6385 if (tempnumpoints < 3)
6387 // generate elements forming a triangle fan for this polygon
6388 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6392 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6394 if(parms[0] == 0 && parms[1] == 0)
6396 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6397 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6402 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6405 index = parms[2] + rsurface.shadertime * parms[3];
6406 index -= floor(index);
6407 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6410 case Q3WAVEFUNC_NONE:
6411 case Q3WAVEFUNC_NOISE:
6412 case Q3WAVEFUNC_COUNT:
6415 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6416 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6417 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6418 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6419 case Q3WAVEFUNC_TRIANGLE:
6421 f = index - floor(index);
6434 f = parms[0] + parms[1] * f;
6435 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6436 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6440 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6447 matrix4x4_t matrix, temp;
6448 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6449 // it's better to have one huge fixup every 9 hours than gradual
6450 // degradation over time which looks consistently bad after many hours.
6452 // tcmod scroll in particular suffers from this degradation which can't be
6453 // effectively worked around even with floor() tricks because we don't
6454 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6455 // a workaround involving floor() would be incorrect anyway...
6456 shadertime = rsurface.shadertime;
6457 if (shadertime >= 32768.0f)
6458 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6459 switch(tcmod->tcmod)
6463 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6464 matrix = r_waterscrollmatrix;
6466 matrix = identitymatrix;
6468 case Q3TCMOD_ENTITYTRANSLATE:
6469 // this is used in Q3 to allow the gamecode to control texcoord
6470 // scrolling on the entity, which is not supported in darkplaces yet.
6471 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6473 case Q3TCMOD_ROTATE:
6474 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6475 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6476 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6479 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6481 case Q3TCMOD_SCROLL:
6482 // this particular tcmod is a "bug for bug" compatible one with regards to
6483 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6484 // specifically did the wrapping and so we must mimic that...
6485 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6486 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6487 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6489 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6490 w = (int) tcmod->parms[0];
6491 h = (int) tcmod->parms[1];
6492 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6494 idx = (int) floor(f * w * h);
6495 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6497 case Q3TCMOD_STRETCH:
6498 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6499 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6501 case Q3TCMOD_TRANSFORM:
6502 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6503 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6504 VectorSet(tcmat + 6, 0 , 0 , 1);
6505 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6506 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6508 case Q3TCMOD_TURBULENT:
6509 // this is handled in the RSurf_PrepareVertices function
6510 matrix = identitymatrix;
6514 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6517 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6519 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6520 char name[MAX_QPATH];
6521 skinframe_t *skinframe;
6522 unsigned char pixels[296*194];
6523 strlcpy(cache->name, skinname, sizeof(cache->name));
6524 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6525 if (developer_loading.integer)
6526 Con_Printf("loading %s\n", name);
6527 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6528 if (!skinframe || !skinframe->base)
6531 fs_offset_t filesize;
6533 f = FS_LoadFile(name, tempmempool, true, &filesize);
6536 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6537 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6541 cache->skinframe = skinframe;
6544 texture_t *R_GetCurrentTexture(texture_t *t)
6547 const entity_render_t *ent = rsurface.entity;
6548 model_t *model = ent->model; // when calling this, ent must not be NULL
6549 q3shaderinfo_layer_tcmod_t *tcmod;
6550 float specularscale = 0.0f;
6552 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6553 return t->currentframe;
6554 t->update_lastrenderframe = r_textureframe;
6555 t->update_lastrenderentity = (void *)ent;
6557 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6558 t->camera_entity = ent->entitynumber;
6560 t->camera_entity = 0;
6562 // switch to an alternate material if this is a q1bsp animated material
6564 texture_t *texture = t;
6565 int s = rsurface.ent_skinnum;
6566 if ((unsigned int)s >= (unsigned int)model->numskins)
6568 if (model->skinscenes)
6570 if (model->skinscenes[s].framecount > 1)
6571 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6573 s = model->skinscenes[s].firstframe;
6576 t = t + s * model->num_surfaces;
6579 // use an alternate animation if the entity's frame is not 0,
6580 // and only if the texture has an alternate animation
6581 if (t->animated == 2) // q2bsp
6582 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6583 else if (rsurface.ent_alttextures && t->anim_total[1])
6584 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6586 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6588 texture->currentframe = t;
6591 // update currentskinframe to be a qw skin or animation frame
6592 if (rsurface.ent_qwskin >= 0)
6594 i = rsurface.ent_qwskin;
6595 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6597 r_qwskincache_size = cl.maxclients;
6599 Mem_Free(r_qwskincache);
6600 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6602 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6603 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6604 t->currentskinframe = r_qwskincache[i].skinframe;
6605 if (t->materialshaderpass && t->currentskinframe == NULL)
6606 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6608 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6609 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6610 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6611 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6613 t->currentmaterialflags = t->basematerialflags;
6614 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6615 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6616 t->currentalpha *= r_wateralpha.value;
6617 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6618 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6619 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6620 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6622 // decide on which type of lighting to use for this surface
6623 if (rsurface.entity->render_modellight_forced)
6624 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6625 if (rsurface.entity->render_rtlight_disabled)
6626 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6627 if (rsurface.entity->render_lightgrid)
6628 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6629 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6631 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6632 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6633 for (q = 0; q < 3; q++)
6635 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6636 t->render_modellight_lightdir_world[q] = q == 2;
6637 t->render_modellight_lightdir_local[q] = q == 2;
6638 t->render_modellight_ambient[q] = 1;
6639 t->render_modellight_diffuse[q] = 0;
6640 t->render_modellight_specular[q] = 0;
6641 t->render_lightmap_ambient[q] = 0;
6642 t->render_lightmap_diffuse[q] = 0;
6643 t->render_lightmap_specular[q] = 0;
6644 t->render_rtlight_diffuse[q] = 0;
6645 t->render_rtlight_specular[q] = 0;
6648 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6650 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6651 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6652 for (q = 0; q < 3; q++)
6654 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6655 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6656 t->render_modellight_lightdir_world[q] = q == 2;
6657 t->render_modellight_lightdir_local[q] = q == 2;
6658 t->render_modellight_diffuse[q] = 0;
6659 t->render_modellight_specular[q] = 0;
6660 t->render_lightmap_ambient[q] = 0;
6661 t->render_lightmap_diffuse[q] = 0;
6662 t->render_lightmap_specular[q] = 0;
6663 t->render_rtlight_diffuse[q] = 0;
6664 t->render_rtlight_specular[q] = 0;
6667 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6669 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6670 for (q = 0; q < 3; q++)
6672 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6673 t->render_modellight_lightdir_world[q] = q == 2;
6674 t->render_modellight_lightdir_local[q] = q == 2;
6675 t->render_modellight_ambient[q] = 0;
6676 t->render_modellight_diffuse[q] = 0;
6677 t->render_modellight_specular[q] = 0;
6678 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6679 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6680 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6681 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6682 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6685 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6687 // ambient + single direction light (modellight)
6688 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6689 for (q = 0; q < 3; q++)
6691 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6692 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6693 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6694 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6695 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6696 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6697 t->render_lightmap_ambient[q] = 0;
6698 t->render_lightmap_diffuse[q] = 0;
6699 t->render_lightmap_specular[q] = 0;
6700 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6701 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6706 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6707 for (q = 0; q < 3; q++)
6709 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6710 t->render_modellight_lightdir_world[q] = q == 2;
6711 t->render_modellight_lightdir_local[q] = q == 2;
6712 t->render_modellight_ambient[q] = 0;
6713 t->render_modellight_diffuse[q] = 0;
6714 t->render_modellight_specular[q] = 0;
6715 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6716 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6717 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6718 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6719 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6723 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6725 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6726 // attribute, we punt it to the lightmap path and hope for the best,
6727 // but lighting doesn't work.
6729 // FIXME: this is fine for effects but CSQC polygons should be subject
6731 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6732 for (q = 0; q < 3; q++)
6734 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6735 t->render_modellight_lightdir_world[q] = q == 2;
6736 t->render_modellight_lightdir_local[q] = q == 2;
6737 t->render_modellight_ambient[q] = 0;
6738 t->render_modellight_diffuse[q] = 0;
6739 t->render_modellight_specular[q] = 0;
6740 t->render_lightmap_ambient[q] = 0;
6741 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6742 t->render_lightmap_specular[q] = 0;
6743 t->render_rtlight_diffuse[q] = 0;
6744 t->render_rtlight_specular[q] = 0;
6748 for (q = 0; q < 3; q++)
6750 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6751 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6754 if (rsurface.ent_flags & RENDER_ADDITIVE)
6755 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6756 else if (t->currentalpha < 1)
6757 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6758 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6759 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6760 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6761 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6762 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6763 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6764 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6765 if (t->backgroundshaderpass)
6766 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6767 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6769 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6770 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6773 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6774 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6776 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6777 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6779 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6780 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6782 // there is no tcmod
6783 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6785 t->currenttexmatrix = r_waterscrollmatrix;
6786 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6788 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6790 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6791 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6794 if (t->materialshaderpass)
6795 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6796 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6798 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6799 if (t->currentskinframe->qpixels)
6800 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6801 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6802 if (!t->basetexture)
6803 t->basetexture = r_texture_notexture;
6804 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6805 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6806 t->nmaptexture = t->currentskinframe->nmap;
6807 if (!t->nmaptexture)
6808 t->nmaptexture = r_texture_blanknormalmap;
6809 t->glosstexture = r_texture_black;
6810 t->glowtexture = t->currentskinframe->glow;
6811 t->fogtexture = t->currentskinframe->fog;
6812 t->reflectmasktexture = t->currentskinframe->reflect;
6813 if (t->backgroundshaderpass)
6815 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6816 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6817 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6818 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6819 t->backgroundglosstexture = r_texture_black;
6820 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6821 if (!t->backgroundnmaptexture)
6822 t->backgroundnmaptexture = r_texture_blanknormalmap;
6823 // make sure that if glow is going to be used, both textures are not NULL
6824 if (!t->backgroundglowtexture && t->glowtexture)
6825 t->backgroundglowtexture = r_texture_black;
6826 if (!t->glowtexture && t->backgroundglowtexture)
6827 t->glowtexture = r_texture_black;
6831 t->backgroundbasetexture = r_texture_white;
6832 t->backgroundnmaptexture = r_texture_blanknormalmap;
6833 t->backgroundglosstexture = r_texture_black;
6834 t->backgroundglowtexture = NULL;
6836 t->specularpower = r_shadow_glossexponent.value;
6837 // TODO: store reference values for these in the texture?
6838 if (r_shadow_gloss.integer > 0)
6840 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6842 if (r_shadow_glossintensity.value > 0)
6844 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6845 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6846 specularscale = r_shadow_glossintensity.value;
6849 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6851 t->glosstexture = r_texture_white;
6852 t->backgroundglosstexture = r_texture_white;
6853 specularscale = r_shadow_gloss2intensity.value;
6854 t->specularpower = r_shadow_gloss2exponent.value;
6857 specularscale *= t->specularscalemod;
6858 t->specularpower *= t->specularpowermod;
6860 // lightmaps mode looks bad with dlights using actual texturing, so turn
6861 // off the colormap and glossmap, but leave the normalmap on as it still
6862 // accurately represents the shading involved
6863 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6865 t->basetexture = r_texture_grey128;
6866 t->pantstexture = r_texture_black;
6867 t->shirttexture = r_texture_black;
6868 if (gl_lightmaps.integer < 2)
6869 t->nmaptexture = r_texture_blanknormalmap;
6870 t->glosstexture = r_texture_black;
6871 t->glowtexture = NULL;
6872 t->fogtexture = NULL;
6873 t->reflectmasktexture = NULL;
6874 t->backgroundbasetexture = NULL;
6875 if (gl_lightmaps.integer < 2)
6876 t->backgroundnmaptexture = r_texture_blanknormalmap;
6877 t->backgroundglosstexture = r_texture_black;
6878 t->backgroundglowtexture = NULL;
6880 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6883 if (specularscale != 1.0f)
6885 for (q = 0; q < 3; q++)
6887 t->render_modellight_specular[q] *= specularscale;
6888 t->render_lightmap_specular[q] *= specularscale;
6889 t->render_rtlight_specular[q] *= specularscale;
6893 t->currentblendfunc[0] = GL_ONE;
6894 t->currentblendfunc[1] = GL_ZERO;
6895 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6897 t->currentblendfunc[0] = GL_SRC_ALPHA;
6898 t->currentblendfunc[1] = GL_ONE;
6900 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6902 t->currentblendfunc[0] = GL_SRC_ALPHA;
6903 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6905 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6907 t->currentblendfunc[0] = t->customblendfunc[0];
6908 t->currentblendfunc[1] = t->customblendfunc[1];
6914 rsurfacestate_t rsurface;
6916 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6918 model_t *model = ent->model;
6919 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6921 rsurface.entity = (entity_render_t *)ent;
6922 rsurface.skeleton = ent->skeleton;
6923 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6924 rsurface.ent_skinnum = ent->skinnum;
6925 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6926 rsurface.ent_flags = ent->flags;
6927 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6928 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6929 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6930 rsurface.matrix = ent->matrix;
6931 rsurface.inversematrix = ent->inversematrix;
6932 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6933 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6934 R_EntityMatrix(&rsurface.matrix);
6935 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6936 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6937 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6938 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6939 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6940 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6941 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6942 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6943 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6944 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6945 if (ent->model->brush.submodel && !prepass)
6947 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6948 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6950 // if the animcache code decided it should use the shader path, skip the deform step
6951 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6952 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6953 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6954 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6955 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6956 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6958 if (ent->animcache_vertex3f)
6960 r_refdef.stats[r_stat_batch_entitycache_count]++;
6961 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6962 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6963 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6964 rsurface.modelvertex3f = ent->animcache_vertex3f;
6965 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6966 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
6967 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6968 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
6969 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
6970 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6971 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
6972 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
6973 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6974 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
6975 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
6977 else if (wanttangents)
6979 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6980 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6981 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6982 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6983 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6984 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6985 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6986 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6987 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
6988 rsurface.modelvertex3f_vertexbuffer = NULL;
6989 rsurface.modelvertex3f_bufferoffset = 0;
6990 rsurface.modelvertex3f_vertexbuffer = 0;
6991 rsurface.modelvertex3f_bufferoffset = 0;
6992 rsurface.modelsvector3f_vertexbuffer = 0;
6993 rsurface.modelsvector3f_bufferoffset = 0;
6994 rsurface.modeltvector3f_vertexbuffer = 0;
6995 rsurface.modeltvector3f_bufferoffset = 0;
6996 rsurface.modelnormal3f_vertexbuffer = 0;
6997 rsurface.modelnormal3f_bufferoffset = 0;
6999 else if (wantnormals)
7001 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7002 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7003 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7004 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7005 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7006 rsurface.modelsvector3f = NULL;
7007 rsurface.modeltvector3f = NULL;
7008 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7009 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7010 rsurface.modelvertex3f_vertexbuffer = NULL;
7011 rsurface.modelvertex3f_bufferoffset = 0;
7012 rsurface.modelvertex3f_vertexbuffer = 0;
7013 rsurface.modelvertex3f_bufferoffset = 0;
7014 rsurface.modelsvector3f_vertexbuffer = 0;
7015 rsurface.modelsvector3f_bufferoffset = 0;
7016 rsurface.modeltvector3f_vertexbuffer = 0;
7017 rsurface.modeltvector3f_bufferoffset = 0;
7018 rsurface.modelnormal3f_vertexbuffer = 0;
7019 rsurface.modelnormal3f_bufferoffset = 0;
7023 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7024 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7025 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7026 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7027 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7028 rsurface.modelsvector3f = NULL;
7029 rsurface.modeltvector3f = NULL;
7030 rsurface.modelnormal3f = NULL;
7031 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7032 rsurface.modelvertex3f_vertexbuffer = NULL;
7033 rsurface.modelvertex3f_bufferoffset = 0;
7034 rsurface.modelvertex3f_vertexbuffer = 0;
7035 rsurface.modelvertex3f_bufferoffset = 0;
7036 rsurface.modelsvector3f_vertexbuffer = 0;
7037 rsurface.modelsvector3f_bufferoffset = 0;
7038 rsurface.modeltvector3f_vertexbuffer = 0;
7039 rsurface.modeltvector3f_bufferoffset = 0;
7040 rsurface.modelnormal3f_vertexbuffer = 0;
7041 rsurface.modelnormal3f_bufferoffset = 0;
7043 rsurface.modelgeneratedvertex = true;
7047 if (rsurface.entityskeletaltransform3x4)
7049 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7050 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7051 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7052 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7056 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7057 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7058 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7059 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7061 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7062 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7063 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7064 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7065 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7066 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7067 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7068 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7069 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7070 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7071 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7072 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7073 rsurface.modelgeneratedvertex = false;
7075 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7076 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7077 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7078 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7079 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7080 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7081 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7082 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7083 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7084 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7085 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7086 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7087 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7088 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7089 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7090 rsurface.modelelement3i = model->surfmesh.data_element3i;
7091 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7092 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7093 rsurface.modelelement3s = model->surfmesh.data_element3s;
7094 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7095 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7096 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7097 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7098 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7099 rsurface.modelsurfaces = model->data_surfaces;
7100 rsurface.batchgeneratedvertex = false;
7101 rsurface.batchfirstvertex = 0;
7102 rsurface.batchnumvertices = 0;
7103 rsurface.batchfirsttriangle = 0;
7104 rsurface.batchnumtriangles = 0;
7105 rsurface.batchvertex3f = NULL;
7106 rsurface.batchvertex3f_vertexbuffer = NULL;
7107 rsurface.batchvertex3f_bufferoffset = 0;
7108 rsurface.batchsvector3f = NULL;
7109 rsurface.batchsvector3f_vertexbuffer = NULL;
7110 rsurface.batchsvector3f_bufferoffset = 0;
7111 rsurface.batchtvector3f = NULL;
7112 rsurface.batchtvector3f_vertexbuffer = NULL;
7113 rsurface.batchtvector3f_bufferoffset = 0;
7114 rsurface.batchnormal3f = NULL;
7115 rsurface.batchnormal3f_vertexbuffer = NULL;
7116 rsurface.batchnormal3f_bufferoffset = 0;
7117 rsurface.batchlightmapcolor4f = NULL;
7118 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7119 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7120 rsurface.batchtexcoordtexture2f = NULL;
7121 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7122 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7123 rsurface.batchtexcoordlightmap2f = NULL;
7124 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7125 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7126 rsurface.batchskeletalindex4ub = NULL;
7127 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7128 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7129 rsurface.batchskeletalweight4ub = NULL;
7130 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7131 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7132 rsurface.batchelement3i = NULL;
7133 rsurface.batchelement3i_indexbuffer = NULL;
7134 rsurface.batchelement3i_bufferoffset = 0;
7135 rsurface.batchelement3s = NULL;
7136 rsurface.batchelement3s_indexbuffer = NULL;
7137 rsurface.batchelement3s_bufferoffset = 0;
7138 rsurface.forcecurrenttextureupdate = false;
7141 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qbool wantnormals, qbool wanttangents)
7143 rsurface.entity = r_refdef.scene.worldentity;
7144 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7145 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7146 // A better approach could be making this copy only once per frame.
7147 static entity_render_t custom_entity;
7149 custom_entity = *rsurface.entity;
7150 for (q = 0; q < 3; ++q) {
7151 float colormod = q == 0 ? r : q == 1 ? g : b;
7152 custom_entity.render_fullbright[q] *= colormod;
7153 custom_entity.render_modellight_ambient[q] *= colormod;
7154 custom_entity.render_modellight_diffuse[q] *= colormod;
7155 custom_entity.render_lightmap_ambient[q] *= colormod;
7156 custom_entity.render_lightmap_diffuse[q] *= colormod;
7157 custom_entity.render_rtlight_diffuse[q] *= colormod;
7159 custom_entity.alpha *= a;
7160 rsurface.entity = &custom_entity;
7162 rsurface.skeleton = NULL;
7163 rsurface.ent_skinnum = 0;
7164 rsurface.ent_qwskin = -1;
7165 rsurface.ent_flags = entflags;
7166 rsurface.shadertime = r_refdef.scene.time - shadertime;
7167 rsurface.modelnumvertices = numvertices;
7168 rsurface.modelnumtriangles = numtriangles;
7169 rsurface.matrix = *matrix;
7170 rsurface.inversematrix = *inversematrix;
7171 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7172 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7173 R_EntityMatrix(&rsurface.matrix);
7174 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7175 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7176 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7177 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7178 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7179 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7180 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7181 rsurface.frameblend[0].lerp = 1;
7182 rsurface.ent_alttextures = false;
7183 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7184 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7185 rsurface.entityskeletaltransform3x4 = NULL;
7186 rsurface.entityskeletaltransform3x4buffer = NULL;
7187 rsurface.entityskeletaltransform3x4offset = 0;
7188 rsurface.entityskeletaltransform3x4size = 0;
7189 rsurface.entityskeletalnumtransforms = 0;
7190 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7191 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7192 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7193 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7196 rsurface.modelvertex3f = (float *)vertex3f;
7197 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7198 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7199 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7201 else if (wantnormals)
7203 rsurface.modelvertex3f = (float *)vertex3f;
7204 rsurface.modelsvector3f = NULL;
7205 rsurface.modeltvector3f = NULL;
7206 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7210 rsurface.modelvertex3f = (float *)vertex3f;
7211 rsurface.modelsvector3f = NULL;
7212 rsurface.modeltvector3f = NULL;
7213 rsurface.modelnormal3f = NULL;
7215 rsurface.modelvertex3f_vertexbuffer = 0;
7216 rsurface.modelvertex3f_bufferoffset = 0;
7217 rsurface.modelsvector3f_vertexbuffer = 0;
7218 rsurface.modelsvector3f_bufferoffset = 0;
7219 rsurface.modeltvector3f_vertexbuffer = 0;
7220 rsurface.modeltvector3f_bufferoffset = 0;
7221 rsurface.modelnormal3f_vertexbuffer = 0;
7222 rsurface.modelnormal3f_bufferoffset = 0;
7223 rsurface.modelgeneratedvertex = true;
7224 rsurface.modellightmapcolor4f = (float *)color4f;
7225 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7226 rsurface.modellightmapcolor4f_bufferoffset = 0;
7227 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7228 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7229 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7230 rsurface.modeltexcoordlightmap2f = NULL;
7231 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7232 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7233 rsurface.modelskeletalindex4ub = NULL;
7234 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7235 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7236 rsurface.modelskeletalweight4ub = NULL;
7237 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7238 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7239 rsurface.modelelement3i = (int *)element3i;
7240 rsurface.modelelement3i_indexbuffer = NULL;
7241 rsurface.modelelement3i_bufferoffset = 0;
7242 rsurface.modelelement3s = (unsigned short *)element3s;
7243 rsurface.modelelement3s_indexbuffer = NULL;
7244 rsurface.modelelement3s_bufferoffset = 0;
7245 rsurface.modellightmapoffsets = NULL;
7246 rsurface.modelsurfaces = NULL;
7247 rsurface.batchgeneratedvertex = false;
7248 rsurface.batchfirstvertex = 0;
7249 rsurface.batchnumvertices = 0;
7250 rsurface.batchfirsttriangle = 0;
7251 rsurface.batchnumtriangles = 0;
7252 rsurface.batchvertex3f = NULL;
7253 rsurface.batchvertex3f_vertexbuffer = NULL;
7254 rsurface.batchvertex3f_bufferoffset = 0;
7255 rsurface.batchsvector3f = NULL;
7256 rsurface.batchsvector3f_vertexbuffer = NULL;
7257 rsurface.batchsvector3f_bufferoffset = 0;
7258 rsurface.batchtvector3f = NULL;
7259 rsurface.batchtvector3f_vertexbuffer = NULL;
7260 rsurface.batchtvector3f_bufferoffset = 0;
7261 rsurface.batchnormal3f = NULL;
7262 rsurface.batchnormal3f_vertexbuffer = NULL;
7263 rsurface.batchnormal3f_bufferoffset = 0;
7264 rsurface.batchlightmapcolor4f = NULL;
7265 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7266 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7267 rsurface.batchtexcoordtexture2f = NULL;
7268 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7269 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7270 rsurface.batchtexcoordlightmap2f = NULL;
7271 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7272 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7273 rsurface.batchskeletalindex4ub = NULL;
7274 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7275 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7276 rsurface.batchskeletalweight4ub = NULL;
7277 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7278 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7279 rsurface.batchelement3i = NULL;
7280 rsurface.batchelement3i_indexbuffer = NULL;
7281 rsurface.batchelement3i_bufferoffset = 0;
7282 rsurface.batchelement3s = NULL;
7283 rsurface.batchelement3s_indexbuffer = NULL;
7284 rsurface.batchelement3s_bufferoffset = 0;
7285 rsurface.forcecurrenttextureupdate = true;
7287 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7289 if ((wantnormals || wanttangents) && !normal3f)
7291 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7292 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7294 if (wanttangents && !svector3f)
7296 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7297 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7298 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7303 float RSurf_FogPoint(const float *v)
7305 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7306 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7307 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7308 float FogHeightFade = r_refdef.fogheightfade;
7310 unsigned int fogmasktableindex;
7311 if (r_refdef.fogplaneviewabove)
7312 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7314 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7315 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7316 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7319 float RSurf_FogVertex(const float *v)
7321 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7322 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7323 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7324 float FogHeightFade = rsurface.fogheightfade;
7326 unsigned int fogmasktableindex;
7327 if (r_refdef.fogplaneviewabove)
7328 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7330 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7331 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7332 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7335 void RSurf_UploadBuffersForBatch(void)
7337 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7338 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7339 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7340 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7341 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7342 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7343 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7344 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7345 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7346 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7347 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7348 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7349 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7350 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7351 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7352 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7353 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7354 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7355 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7356 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7358 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7359 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7360 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7361 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7363 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7364 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7365 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7366 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7367 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7368 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7369 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7370 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7371 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7372 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7375 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7378 for (i = 0;i < numelements;i++)
7379 outelement3i[i] = inelement3i[i] + adjust;
7382 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7383 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7391 int surfacefirsttriangle;
7392 int surfacenumtriangles;
7393 int surfacefirstvertex;
7394 int surfaceendvertex;
7395 int surfacenumvertices;
7396 int batchnumsurfaces = texturenumsurfaces;
7397 int batchnumvertices;
7398 int batchnumtriangles;
7401 qbool dynamicvertex;
7404 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7407 q3shaderinfo_deform_t *deform;
7408 const msurface_t *surface, *firstsurface;
7409 if (!texturenumsurfaces)
7411 // find vertex range of this surface batch
7413 firstsurface = texturesurfacelist[0];
7414 firsttriangle = firstsurface->num_firsttriangle;
7415 batchnumvertices = 0;
7416 batchnumtriangles = 0;
7417 firstvertex = endvertex = firstsurface->num_firstvertex;
7418 for (i = 0;i < texturenumsurfaces;i++)
7420 surface = texturesurfacelist[i];
7421 if (surface != firstsurface + i)
7423 surfacefirstvertex = surface->num_firstvertex;
7424 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7425 surfacenumvertices = surface->num_vertices;
7426 surfacenumtriangles = surface->num_triangles;
7427 if (firstvertex > surfacefirstvertex)
7428 firstvertex = surfacefirstvertex;
7429 if (endvertex < surfaceendvertex)
7430 endvertex = surfaceendvertex;
7431 batchnumvertices += surfacenumvertices;
7432 batchnumtriangles += surfacenumtriangles;
7435 r_refdef.stats[r_stat_batch_batches]++;
7437 r_refdef.stats[r_stat_batch_withgaps]++;
7438 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7439 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7440 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7442 // we now know the vertex range used, and if there are any gaps in it
7443 rsurface.batchfirstvertex = firstvertex;
7444 rsurface.batchnumvertices = endvertex - firstvertex;
7445 rsurface.batchfirsttriangle = firsttriangle;
7446 rsurface.batchnumtriangles = batchnumtriangles;
7448 // check if any dynamic vertex processing must occur
7449 dynamicvertex = false;
7451 // we must use vertexbuffers for rendering, we can upload vertex buffers
7452 // easily enough but if the basevertex is non-zero it becomes more
7453 // difficult, so force dynamicvertex path in that case - it's suboptimal
7454 // but the most optimal case is to have the geometry sources provide their
7456 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7457 dynamicvertex = true;
7459 // a cvar to force the dynamic vertex path to be taken, for debugging
7460 if (r_batch_debugdynamicvertexpath.integer)
7464 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7465 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7466 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7467 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7469 dynamicvertex = true;
7472 // if there is a chance of animated vertex colors, it's a dynamic batch
7473 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7477 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7478 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7479 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7480 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7482 dynamicvertex = true;
7485 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7487 switch (deform->deform)
7490 case Q3DEFORM_PROJECTIONSHADOW:
7491 case Q3DEFORM_TEXT0:
7492 case Q3DEFORM_TEXT1:
7493 case Q3DEFORM_TEXT2:
7494 case Q3DEFORM_TEXT3:
7495 case Q3DEFORM_TEXT4:
7496 case Q3DEFORM_TEXT5:
7497 case Q3DEFORM_TEXT6:
7498 case Q3DEFORM_TEXT7:
7501 case Q3DEFORM_AUTOSPRITE:
7504 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7505 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7506 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7507 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7509 dynamicvertex = true;
7510 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7512 case Q3DEFORM_AUTOSPRITE2:
7515 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7516 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7517 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7518 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7520 dynamicvertex = true;
7521 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7523 case Q3DEFORM_NORMAL:
7526 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7527 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7528 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7529 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7531 dynamicvertex = true;
7532 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7535 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7536 break; // if wavefunc is a nop, ignore this transform
7539 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7540 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7541 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7542 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7544 dynamicvertex = true;
7545 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7547 case Q3DEFORM_BULGE:
7550 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7551 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7552 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7553 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7555 dynamicvertex = true;
7556 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7559 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7560 break; // if wavefunc is a nop, ignore this transform
7563 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7564 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7565 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7566 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7568 dynamicvertex = true;
7569 batchneed |= BATCHNEED_ARRAY_VERTEX;
7573 if (rsurface.texture->materialshaderpass)
7575 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7578 case Q3TCGEN_TEXTURE:
7580 case Q3TCGEN_LIGHTMAP:
7583 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7584 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7585 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7586 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7588 dynamicvertex = true;
7589 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7591 case Q3TCGEN_VECTOR:
7594 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7595 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7596 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7597 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7599 dynamicvertex = true;
7600 batchneed |= BATCHNEED_ARRAY_VERTEX;
7602 case Q3TCGEN_ENVIRONMENT:
7605 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7606 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7607 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7608 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7610 dynamicvertex = true;
7611 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7614 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7618 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7619 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7620 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7621 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7623 dynamicvertex = true;
7624 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7628 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7629 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7630 // we ensure this by treating the vertex batch as dynamic...
7631 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7635 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7636 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7637 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7638 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7640 dynamicvertex = true;
7643 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7644 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7645 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7647 rsurface.batchvertex3f = rsurface.modelvertex3f;
7648 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7649 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7650 rsurface.batchsvector3f = rsurface.modelsvector3f;
7651 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7652 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7653 rsurface.batchtvector3f = rsurface.modeltvector3f;
7654 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7655 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7656 rsurface.batchnormal3f = rsurface.modelnormal3f;
7657 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7658 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7659 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7660 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7661 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7662 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7663 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7664 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7665 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7666 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7667 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7668 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7669 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7670 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7671 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7672 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7673 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7674 rsurface.batchelement3i = rsurface.modelelement3i;
7675 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7676 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7677 rsurface.batchelement3s = rsurface.modelelement3s;
7678 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7679 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7680 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7681 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7682 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7683 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7684 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7686 // if any dynamic vertex processing has to occur in software, we copy the
7687 // entire surface list together before processing to rebase the vertices
7688 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7690 // if any gaps exist and we do not have a static vertex buffer, we have to
7691 // copy the surface list together to avoid wasting upload bandwidth on the
7692 // vertices in the gaps.
7694 // if gaps exist and we have a static vertex buffer, we can choose whether
7695 // to combine the index buffer ranges into one dynamic index buffer or
7696 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7698 // in many cases the batch is reduced to one draw call.
7700 rsurface.batchmultidraw = false;
7701 rsurface.batchmultidrawnumsurfaces = 0;
7702 rsurface.batchmultidrawsurfacelist = NULL;
7706 // static vertex data, just set pointers...
7707 rsurface.batchgeneratedvertex = false;
7708 // if there are gaps, we want to build a combined index buffer,
7709 // otherwise use the original static buffer with an appropriate offset
7712 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7713 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7714 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7715 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7716 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7718 rsurface.batchmultidraw = true;
7719 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7720 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7723 // build a new triangle elements array for this batch
7724 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7725 rsurface.batchfirsttriangle = 0;
7727 for (i = 0;i < texturenumsurfaces;i++)
7729 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7730 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7731 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7732 numtriangles += surfacenumtriangles;
7734 rsurface.batchelement3i_indexbuffer = NULL;
7735 rsurface.batchelement3i_bufferoffset = 0;
7736 rsurface.batchelement3s = NULL;
7737 rsurface.batchelement3s_indexbuffer = NULL;
7738 rsurface.batchelement3s_bufferoffset = 0;
7739 if (endvertex <= 65536)
7741 // make a 16bit (unsigned short) index array if possible
7742 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7743 for (i = 0;i < numtriangles*3;i++)
7744 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7749 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7750 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7751 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7752 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7757 // something needs software processing, do it for real...
7758 // we only directly handle separate array data in this case and then
7759 // generate interleaved data if needed...
7760 rsurface.batchgeneratedvertex = true;
7761 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7762 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7763 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7764 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7766 // now copy the vertex data into a combined array and make an index array
7767 // (this is what Quake3 does all the time)
7768 // we also apply any skeletal animation here that would have been done in
7769 // the vertex shader, because most of the dynamic vertex animation cases
7770 // need actual vertex positions and normals
7771 //if (dynamicvertex)
7773 rsurface.batchvertex3f = NULL;
7774 rsurface.batchvertex3f_vertexbuffer = NULL;
7775 rsurface.batchvertex3f_bufferoffset = 0;
7776 rsurface.batchsvector3f = NULL;
7777 rsurface.batchsvector3f_vertexbuffer = NULL;
7778 rsurface.batchsvector3f_bufferoffset = 0;
7779 rsurface.batchtvector3f = NULL;
7780 rsurface.batchtvector3f_vertexbuffer = NULL;
7781 rsurface.batchtvector3f_bufferoffset = 0;
7782 rsurface.batchnormal3f = NULL;
7783 rsurface.batchnormal3f_vertexbuffer = NULL;
7784 rsurface.batchnormal3f_bufferoffset = 0;
7785 rsurface.batchlightmapcolor4f = NULL;
7786 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7787 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7788 rsurface.batchtexcoordtexture2f = NULL;
7789 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7790 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7791 rsurface.batchtexcoordlightmap2f = NULL;
7792 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7793 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7794 rsurface.batchskeletalindex4ub = NULL;
7795 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7796 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7797 rsurface.batchskeletalweight4ub = NULL;
7798 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7799 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7800 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7801 rsurface.batchelement3i_indexbuffer = NULL;
7802 rsurface.batchelement3i_bufferoffset = 0;
7803 rsurface.batchelement3s = NULL;
7804 rsurface.batchelement3s_indexbuffer = NULL;
7805 rsurface.batchelement3s_bufferoffset = 0;
7806 rsurface.batchskeletaltransform3x4buffer = NULL;
7807 rsurface.batchskeletaltransform3x4offset = 0;
7808 rsurface.batchskeletaltransform3x4size = 0;
7809 // we'll only be setting up certain arrays as needed
7810 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7811 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7812 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7813 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7814 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7816 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7817 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7819 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7820 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7821 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7822 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7823 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7824 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7825 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7827 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7828 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7832 for (i = 0;i < texturenumsurfaces;i++)
7834 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7835 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7836 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7837 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7838 // copy only the data requested
7839 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7841 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7843 if (rsurface.batchvertex3f)
7844 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7846 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7848 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7850 if (rsurface.modelnormal3f)
7851 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7853 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7855 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7857 if (rsurface.modelsvector3f)
7859 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7860 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7864 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7865 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7868 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7870 if (rsurface.modellightmapcolor4f)
7871 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7873 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7875 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7877 if (rsurface.modeltexcoordtexture2f)
7878 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7880 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7882 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7884 if (rsurface.modeltexcoordlightmap2f)
7885 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7887 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7889 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7891 if (rsurface.modelskeletalindex4ub)
7893 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7894 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7898 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7899 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7900 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7901 for (j = 0;j < surfacenumvertices;j++)
7906 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7907 numvertices += surfacenumvertices;
7908 numtriangles += surfacenumtriangles;
7911 // generate a 16bit index array as well if possible
7912 // (in general, dynamic batches fit)
7913 if (numvertices <= 65536)
7915 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7916 for (i = 0;i < numtriangles*3;i++)
7917 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7920 // since we've copied everything, the batch now starts at 0
7921 rsurface.batchfirstvertex = 0;
7922 rsurface.batchnumvertices = batchnumvertices;
7923 rsurface.batchfirsttriangle = 0;
7924 rsurface.batchnumtriangles = batchnumtriangles;
7927 // apply skeletal animation that would have been done in the vertex shader
7928 if (rsurface.batchskeletaltransform3x4)
7930 const unsigned char *si;
7931 const unsigned char *sw;
7933 const float *b = rsurface.batchskeletaltransform3x4;
7934 float *vp, *vs, *vt, *vn;
7936 float m[3][4], n[3][4];
7937 float tp[3], ts[3], tt[3], tn[3];
7938 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7939 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7940 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7941 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7942 si = rsurface.batchskeletalindex4ub;
7943 sw = rsurface.batchskeletalweight4ub;
7944 vp = rsurface.batchvertex3f;
7945 vs = rsurface.batchsvector3f;
7946 vt = rsurface.batchtvector3f;
7947 vn = rsurface.batchnormal3f;
7948 memset(m[0], 0, sizeof(m));
7949 memset(n[0], 0, sizeof(n));
7950 for (i = 0;i < batchnumvertices;i++)
7952 t[0] = b + si[0]*12;
7955 // common case - only one matrix
7969 else if (sw[2] + sw[3])
7972 t[1] = b + si[1]*12;
7973 t[2] = b + si[2]*12;
7974 t[3] = b + si[3]*12;
7975 w[0] = sw[0] * (1.0f / 255.0f);
7976 w[1] = sw[1] * (1.0f / 255.0f);
7977 w[2] = sw[2] * (1.0f / 255.0f);
7978 w[3] = sw[3] * (1.0f / 255.0f);
7979 // blend the matrices
7980 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
7981 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
7982 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
7983 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
7984 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
7985 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
7986 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
7987 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
7988 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
7989 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
7990 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
7991 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
7996 t[1] = b + si[1]*12;
7997 w[0] = sw[0] * (1.0f / 255.0f);
7998 w[1] = sw[1] * (1.0f / 255.0f);
7999 // blend the matrices
8000 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8001 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8002 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8003 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8004 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8005 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8006 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8007 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8008 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8009 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8010 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8011 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8015 // modify the vertex
8017 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8018 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8019 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8023 // the normal transformation matrix is a set of cross products...
8024 CrossProduct(m[1], m[2], n[0]);
8025 CrossProduct(m[2], m[0], n[1]);
8026 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8028 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8029 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8030 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8031 VectorNormalize(vn);
8036 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8037 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8038 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8039 VectorNormalize(vs);
8042 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8043 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8044 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8045 VectorNormalize(vt);
8050 rsurface.batchskeletaltransform3x4 = NULL;
8051 rsurface.batchskeletalnumtransforms = 0;
8054 // q1bsp surfaces rendered in vertex color mode have to have colors
8055 // calculated based on lightstyles
8056 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8058 // generate color arrays for the surfaces in this list
8063 const unsigned char *lm;
8064 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8065 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8066 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8068 for (i = 0;i < texturenumsurfaces;i++)
8070 surface = texturesurfacelist[i];
8071 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8072 surfacenumvertices = surface->num_vertices;
8073 if (surface->lightmapinfo->samples)
8075 for (j = 0;j < surfacenumvertices;j++)
8077 lm = surface->lightmapinfo->samples + offsets[j];
8078 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8079 VectorScale(lm, scale, c);
8080 if (surface->lightmapinfo->styles[1] != 255)
8082 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8084 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8085 VectorMA(c, scale, lm, c);
8086 if (surface->lightmapinfo->styles[2] != 255)
8089 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8090 VectorMA(c, scale, lm, c);
8091 if (surface->lightmapinfo->styles[3] != 255)
8094 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8095 VectorMA(c, scale, lm, c);
8102 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8108 for (j = 0;j < surfacenumvertices;j++)
8110 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8117 // if vertices are deformed (sprite flares and things in maps, possibly
8118 // water waves, bulges and other deformations), modify the copied vertices
8120 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8123 switch (deform->deform)
8126 case Q3DEFORM_PROJECTIONSHADOW:
8127 case Q3DEFORM_TEXT0:
8128 case Q3DEFORM_TEXT1:
8129 case Q3DEFORM_TEXT2:
8130 case Q3DEFORM_TEXT3:
8131 case Q3DEFORM_TEXT4:
8132 case Q3DEFORM_TEXT5:
8133 case Q3DEFORM_TEXT6:
8134 case Q3DEFORM_TEXT7:
8137 case Q3DEFORM_AUTOSPRITE:
8138 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8139 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8140 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8141 VectorNormalize(newforward);
8142 VectorNormalize(newright);
8143 VectorNormalize(newup);
8144 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8145 // rsurface.batchvertex3f_vertexbuffer = NULL;
8146 // rsurface.batchvertex3f_bufferoffset = 0;
8147 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8148 // rsurface.batchsvector3f_vertexbuffer = NULL;
8149 // rsurface.batchsvector3f_bufferoffset = 0;
8150 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8151 // rsurface.batchtvector3f_vertexbuffer = NULL;
8152 // rsurface.batchtvector3f_bufferoffset = 0;
8153 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8154 // rsurface.batchnormal3f_vertexbuffer = NULL;
8155 // rsurface.batchnormal3f_bufferoffset = 0;
8156 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8157 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8158 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8159 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8160 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8161 // a single autosprite surface can contain multiple sprites...
8162 for (j = 0;j < batchnumvertices - 3;j += 4)
8164 VectorClear(center);
8165 for (i = 0;i < 4;i++)
8166 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8167 VectorScale(center, 0.25f, center);
8168 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8169 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8170 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8171 for (i = 0;i < 4;i++)
8173 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8174 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8177 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8178 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8179 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8181 case Q3DEFORM_AUTOSPRITE2:
8182 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8183 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8184 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8185 VectorNormalize(newforward);
8186 VectorNormalize(newright);
8187 VectorNormalize(newup);
8188 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8189 // rsurface.batchvertex3f_vertexbuffer = NULL;
8190 // rsurface.batchvertex3f_bufferoffset = 0;
8192 const float *v1, *v2;
8202 memset(shortest, 0, sizeof(shortest));
8203 // a single autosprite surface can contain multiple sprites...
8204 for (j = 0;j < batchnumvertices - 3;j += 4)
8206 VectorClear(center);
8207 for (i = 0;i < 4;i++)
8208 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8209 VectorScale(center, 0.25f, center);
8210 // find the two shortest edges, then use them to define the
8211 // axis vectors for rotating around the central axis
8212 for (i = 0;i < 6;i++)
8214 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8215 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8216 l = VectorDistance2(v1, v2);
8217 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8219 l += (1.0f / 1024.0f);
8220 if (shortest[0].length2 > l || i == 0)
8222 shortest[1] = shortest[0];
8223 shortest[0].length2 = l;
8224 shortest[0].v1 = v1;
8225 shortest[0].v2 = v2;
8227 else if (shortest[1].length2 > l || i == 1)
8229 shortest[1].length2 = l;
8230 shortest[1].v1 = v1;
8231 shortest[1].v2 = v2;
8234 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8235 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8236 // this calculates the right vector from the shortest edge
8237 // and the up vector from the edge midpoints
8238 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8239 VectorNormalize(right);
8240 VectorSubtract(end, start, up);
8241 VectorNormalize(up);
8242 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8243 VectorSubtract(rsurface.localvieworigin, center, forward);
8244 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8245 VectorNegate(forward, forward);
8246 VectorReflect(forward, 0, up, forward);
8247 VectorNormalize(forward);
8248 CrossProduct(up, forward, newright);
8249 VectorNormalize(newright);
8250 // rotate the quad around the up axis vector, this is made
8251 // especially easy by the fact we know the quad is flat,
8252 // so we only have to subtract the center position and
8253 // measure distance along the right vector, and then
8254 // multiply that by the newright vector and add back the
8256 // we also need to subtract the old position to undo the
8257 // displacement from the center, which we do with a
8258 // DotProduct, the subtraction/addition of center is also
8259 // optimized into DotProducts here
8260 l = DotProduct(right, center);
8261 for (i = 0;i < 4;i++)
8263 v1 = rsurface.batchvertex3f + 3*(j+i);
8264 f = DotProduct(right, v1) - l;
8265 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8269 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8271 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8272 // rsurface.batchnormal3f_vertexbuffer = NULL;
8273 // rsurface.batchnormal3f_bufferoffset = 0;
8274 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8276 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8278 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8279 // rsurface.batchsvector3f_vertexbuffer = NULL;
8280 // rsurface.batchsvector3f_bufferoffset = 0;
8281 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8282 // rsurface.batchtvector3f_vertexbuffer = NULL;
8283 // rsurface.batchtvector3f_bufferoffset = 0;
8284 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8287 case Q3DEFORM_NORMAL:
8288 // deform the normals to make reflections wavey
8289 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8290 rsurface.batchnormal3f_vertexbuffer = NULL;
8291 rsurface.batchnormal3f_bufferoffset = 0;
8292 for (j = 0;j < batchnumvertices;j++)
8295 float *normal = rsurface.batchnormal3f + 3*j;
8296 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8297 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8298 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8299 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8300 VectorNormalize(normal);
8302 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8304 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8305 // rsurface.batchsvector3f_vertexbuffer = NULL;
8306 // rsurface.batchsvector3f_bufferoffset = 0;
8307 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8308 // rsurface.batchtvector3f_vertexbuffer = NULL;
8309 // rsurface.batchtvector3f_bufferoffset = 0;
8310 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8314 // deform vertex array to make wavey water and flags and such
8315 waveparms[0] = deform->waveparms[0];
8316 waveparms[1] = deform->waveparms[1];
8317 waveparms[2] = deform->waveparms[2];
8318 waveparms[3] = deform->waveparms[3];
8319 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8320 break; // if wavefunc is a nop, don't make a dynamic vertex array
8321 // this is how a divisor of vertex influence on deformation
8322 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8323 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8324 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8325 // rsurface.batchvertex3f_vertexbuffer = NULL;
8326 // rsurface.batchvertex3f_bufferoffset = 0;
8327 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8328 // rsurface.batchnormal3f_vertexbuffer = NULL;
8329 // rsurface.batchnormal3f_bufferoffset = 0;
8330 for (j = 0;j < batchnumvertices;j++)
8332 // if the wavefunc depends on time, evaluate it per-vertex
8335 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8336 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8338 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8340 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8341 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8342 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8344 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8345 // rsurface.batchsvector3f_vertexbuffer = NULL;
8346 // rsurface.batchsvector3f_bufferoffset = 0;
8347 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8348 // rsurface.batchtvector3f_vertexbuffer = NULL;
8349 // rsurface.batchtvector3f_bufferoffset = 0;
8350 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8353 case Q3DEFORM_BULGE:
8354 // deform vertex array to make the surface have moving bulges
8355 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8356 // rsurface.batchvertex3f_vertexbuffer = NULL;
8357 // rsurface.batchvertex3f_bufferoffset = 0;
8358 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8359 // rsurface.batchnormal3f_vertexbuffer = NULL;
8360 // rsurface.batchnormal3f_bufferoffset = 0;
8361 for (j = 0;j < batchnumvertices;j++)
8363 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8364 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8366 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8367 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8368 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8370 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8371 // rsurface.batchsvector3f_vertexbuffer = NULL;
8372 // rsurface.batchsvector3f_bufferoffset = 0;
8373 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8374 // rsurface.batchtvector3f_vertexbuffer = NULL;
8375 // rsurface.batchtvector3f_bufferoffset = 0;
8376 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8380 // deform vertex array
8381 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8382 break; // if wavefunc is a nop, don't make a dynamic vertex array
8383 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8384 VectorScale(deform->parms, scale, waveparms);
8385 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8386 // rsurface.batchvertex3f_vertexbuffer = NULL;
8387 // rsurface.batchvertex3f_bufferoffset = 0;
8388 for (j = 0;j < batchnumvertices;j++)
8389 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8394 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8396 // generate texcoords based on the chosen texcoord source
8397 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8400 case Q3TCGEN_TEXTURE:
8402 case Q3TCGEN_LIGHTMAP:
8403 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8404 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8405 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8406 if (rsurface.batchtexcoordlightmap2f)
8407 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8409 case Q3TCGEN_VECTOR:
8410 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8411 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8412 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8413 for (j = 0;j < batchnumvertices;j++)
8415 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8416 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8419 case Q3TCGEN_ENVIRONMENT:
8420 // make environment reflections using a spheremap
8421 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8422 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8423 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8424 for (j = 0;j < batchnumvertices;j++)
8426 // identical to Q3A's method, but executed in worldspace so
8427 // carried models can be shiny too
8429 float viewer[3], d, reflected[3], worldreflected[3];
8431 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8432 // VectorNormalize(viewer);
8434 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8436 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8437 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8438 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8439 // note: this is proportinal to viewer, so we can normalize later
8441 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8442 VectorNormalize(worldreflected);
8444 // note: this sphere map only uses world x and z!
8445 // so positive and negative y will LOOK THE SAME.
8446 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8447 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8451 // the only tcmod that needs software vertex processing is turbulent, so
8452 // check for it here and apply the changes if needed
8453 // and we only support that as the first one
8454 // (handling a mixture of turbulent and other tcmods would be problematic
8455 // without punting it entirely to a software path)
8456 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8458 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8459 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8460 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8461 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8462 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8463 for (j = 0;j < batchnumvertices;j++)
8465 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8466 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8472 void RSurf_DrawBatch(void)
8474 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8475 // through the pipeline, killing it earlier in the pipeline would have
8476 // per-surface overhead rather than per-batch overhead, so it's best to
8477 // reject it here, before it hits glDraw.
8478 if (rsurface.batchnumtriangles == 0)
8481 // batch debugging code
8482 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8488 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8489 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8492 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8494 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8496 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8497 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
8504 if (rsurface.batchmultidraw)
8506 // issue multiple draws rather than copying index data
8507 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8508 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8509 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8510 for (i = 0;i < numsurfaces;)
8512 // combine consecutive surfaces as one draw
8513 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8514 if (surfacelist[j] != surfacelist[k] + 1)
8516 firstvertex = surfacelist[i]->num_firstvertex;
8517 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8518 firsttriangle = surfacelist[i]->num_firsttriangle;
8519 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8520 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8526 // there is only one consecutive run of index data (may have been combined)
8527 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8531 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8533 // pick the closest matching water plane
8534 int planeindex, vertexindex, bestplaneindex = -1;
8538 r_waterstate_waterplane_t *p;
8539 qbool prepared = false;
8541 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8543 if(p->camera_entity != rsurface.texture->camera_entity)
8548 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8550 if(rsurface.batchnumvertices == 0)
8553 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8555 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8556 d += fabs(PlaneDiff(vert, &p->plane));
8558 if (bestd > d || bestplaneindex < 0)
8561 bestplaneindex = planeindex;
8564 return bestplaneindex;
8565 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8566 // this situation though, as it might be better to render single larger
8567 // batches with useless stuff (backface culled for example) than to
8568 // render multiple smaller batches
8571 void RSurf_SetupDepthAndCulling(void)
8573 // submodels are biased to avoid z-fighting with world surfaces that they
8574 // may be exactly overlapping (avoids z-fighting artifacts on certain
8575 // doors and things in Quake maps)
8576 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8577 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8578 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8579 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8582 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8586 float p[3], mins[3], maxs[3];
8588 // transparent sky would be ridiculous
8589 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8591 R_SetupShader_Generic_NoTexture(false, false);
8592 skyrenderlater = true;
8593 RSurf_SetupDepthAndCulling();
8596 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8597 if (r_sky_scissor.integer)
8599 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8600 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8602 Matrix4x4_Transform(&rsurface.matrix, v, p);
8605 if (mins[0] > p[0]) mins[0] = p[0];
8606 if (mins[1] > p[1]) mins[1] = p[1];
8607 if (mins[2] > p[2]) mins[2] = p[2];
8608 if (maxs[0] < p[0]) maxs[0] = p[0];
8609 if (maxs[1] < p[1]) maxs[1] = p[1];
8610 if (maxs[2] < p[2]) maxs[2] = p[2];
8614 VectorCopy(p, mins);
8615 VectorCopy(p, maxs);
8618 if (!R_ScissorForBBox(mins, maxs, scissor))
8622 if (skyscissor[0] > scissor[0])
8624 skyscissor[2] += skyscissor[0] - scissor[0];
8625 skyscissor[0] = scissor[0];
8627 if (skyscissor[1] > scissor[1])
8629 skyscissor[3] += skyscissor[1] - scissor[1];
8630 skyscissor[1] = scissor[1];
8632 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8633 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8634 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8635 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8638 Vector4Copy(scissor, skyscissor);
8642 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8643 // skymasking on them, and Quake3 never did sky masking (unlike
8644 // software Quake and software Quake2), so disable the sky masking
8645 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8646 // and skymasking also looks very bad when noclipping outside the
8647 // level, so don't use it then either.
8648 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8650 R_Mesh_ResetTextureState();
8651 if (skyrendermasked)
8653 R_SetupShader_DepthOrShadow(false, false, false);
8654 // depth-only (masking)
8655 GL_ColorMask(0, 0, 0, 0);
8656 // just to make sure that braindead drivers don't draw
8657 // anything despite that colormask...
8658 GL_BlendFunc(GL_ZERO, GL_ONE);
8659 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8660 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8664 R_SetupShader_Generic_NoTexture(false, false);
8666 GL_BlendFunc(GL_ONE, GL_ZERO);
8667 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8668 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8669 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8672 if (skyrendermasked)
8673 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8675 R_Mesh_ResetTextureState();
8676 GL_Color(1, 1, 1, 1);
8679 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8680 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8681 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8683 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8687 // render screenspace normalmap to texture
8689 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
8694 // bind lightmap texture
8696 // water/refraction/reflection/camera surfaces have to be handled specially
8697 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8699 int start, end, startplaneindex;
8700 for (start = 0;start < texturenumsurfaces;start = end)
8702 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8703 if(startplaneindex < 0)
8705 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8706 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8710 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8712 // now that we have a batch using the same planeindex, render it
8713 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8715 // render water or distortion background
8717 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8719 // blend surface on top
8720 GL_DepthMask(false);
8721 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
8724 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8726 // render surface with reflection texture as input
8727 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8728 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8735 // render surface batch normally
8736 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8737 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
8741 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8745 int texturesurfaceindex;
8747 const msurface_t *surface;
8748 float surfacecolor4f[4];
8750 // R_Mesh_ResetTextureState();
8751 R_SetupShader_Generic_NoTexture(false, false);
8753 GL_BlendFunc(GL_ONE, GL_ZERO);
8754 GL_DepthMask(writedepth);
8756 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8758 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8760 surface = texturesurfacelist[texturesurfaceindex];
8761 k = (int)(((size_t)surface) / sizeof(msurface_t));
8762 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8763 for (j = 0;j < surface->num_vertices;j++)
8765 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8769 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8773 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8776 RSurf_SetupDepthAndCulling();
8777 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8779 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8782 switch (vid.renderpath)
8784 case RENDERPATH_GL32:
8785 case RENDERPATH_GLES2:
8786 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8792 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8795 int texturenumsurfaces, endsurface;
8797 const msurface_t *surface;
8798 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8800 RSurf_ActiveModelEntity(ent, true, true, false);
8802 if (r_transparentdepthmasking.integer)
8804 qbool setup = false;
8805 for (i = 0;i < numsurfaces;i = j)
8808 surface = rsurface.modelsurfaces + surfacelist[i];
8809 texture = surface->texture;
8810 rsurface.texture = R_GetCurrentTexture(texture);
8811 rsurface.lightmaptexture = NULL;
8812 rsurface.deluxemaptexture = NULL;
8813 rsurface.uselightmaptexture = false;
8814 // scan ahead until we find a different texture
8815 endsurface = min(i + 1024, numsurfaces);
8816 texturenumsurfaces = 0;
8817 texturesurfacelist[texturenumsurfaces++] = surface;
8818 for (;j < endsurface;j++)
8820 surface = rsurface.modelsurfaces + surfacelist[j];
8821 if (texture != surface->texture)
8823 texturesurfacelist[texturenumsurfaces++] = surface;
8825 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8827 // render the range of surfaces as depth
8831 GL_ColorMask(0,0,0,0);
8834 GL_BlendFunc(GL_ONE, GL_ZERO);
8836 // R_Mesh_ResetTextureState();
8838 RSurf_SetupDepthAndCulling();
8839 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8840 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8841 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8845 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8848 for (i = 0;i < numsurfaces;i = j)
8851 surface = rsurface.modelsurfaces + surfacelist[i];
8852 texture = surface->texture;
8853 rsurface.texture = R_GetCurrentTexture(texture);
8854 // scan ahead until we find a different texture
8855 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8856 texturenumsurfaces = 0;
8857 texturesurfacelist[texturenumsurfaces++] = surface;
8858 rsurface.lightmaptexture = surface->lightmaptexture;
8859 rsurface.deluxemaptexture = surface->deluxemaptexture;
8860 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8861 for (;j < endsurface;j++)
8863 surface = rsurface.modelsurfaces + surfacelist[j];
8864 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8866 texturesurfacelist[texturenumsurfaces++] = surface;
8868 // render the range of surfaces
8869 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8871 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8874 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8876 // transparent surfaces get pushed off into the transparent queue
8877 int surfacelistindex;
8878 const msurface_t *surface;
8879 vec3_t tempcenter, center;
8880 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8882 surface = texturesurfacelist[surfacelistindex];
8883 if (r_transparent_sortsurfacesbynearest.integer)
8885 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8886 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8887 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8891 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8892 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8893 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8895 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8896 if (rsurface.entity->transparent_offset) // transparent offset
8898 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8899 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8900 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8902 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8906 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8908 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8910 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8912 RSurf_SetupDepthAndCulling();
8913 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8914 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8915 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8919 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8923 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8925 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8928 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8930 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8931 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8933 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8935 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8936 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8937 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8939 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8941 // in the deferred case, transparent surfaces were queued during prepass
8942 if (!r_shadow_usingdeferredprepass)
8943 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8947 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8948 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8953 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8957 R_FrameData_SetMark();
8958 // break the surface list down into batches by texture and use of lightmapping
8959 for (i = 0;i < numsurfaces;i = j)
8962 // texture is the base texture pointer, rsurface.texture is the
8963 // current frame/skin the texture is directing us to use (for example
8964 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8965 // use skin 1 instead)
8966 texture = surfacelist[i]->texture;
8967 rsurface.texture = R_GetCurrentTexture(texture);
8968 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8970 // if this texture is not the kind we want, skip ahead to the next one
8971 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8975 if(depthonly || prepass)
8977 rsurface.lightmaptexture = NULL;
8978 rsurface.deluxemaptexture = NULL;
8979 rsurface.uselightmaptexture = false;
8980 // simply scan ahead until we find a different texture or lightmap state
8981 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8986 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
8987 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
8988 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8989 // simply scan ahead until we find a different texture or lightmap state
8990 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
8993 // render the range of surfaces
8994 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
8996 R_FrameData_ReturnToMark();
8999 float locboxvertex3f[6*4*3] =
9001 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9002 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9003 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9004 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9005 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9006 1,0,0, 0,0,0, 0,1,0, 1,1,0
9009 unsigned short locboxelements[6*2*3] =
9019 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9022 cl_locnode_t *loc = (cl_locnode_t *)ent;
9024 float vertex3f[6*4*3];
9026 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9027 GL_DepthMask(false);
9028 GL_DepthRange(0, 1);
9029 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9031 GL_CullFace(GL_NONE);
9032 R_EntityMatrix(&identitymatrix);
9034 // R_Mesh_ResetTextureState();
9037 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9038 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9039 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9040 surfacelist[0] < 0 ? 0.5f : 0.125f);
9042 if (VectorCompare(loc->mins, loc->maxs))
9044 VectorSet(size, 2, 2, 2);
9045 VectorMA(loc->mins, -0.5f, size, mins);
9049 VectorCopy(loc->mins, mins);
9050 VectorSubtract(loc->maxs, loc->mins, size);
9053 for (i = 0;i < 6*4*3;)
9054 for (j = 0;j < 3;j++, i++)
9055 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9057 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9058 R_SetupShader_Generic_NoTexture(false, false);
9059 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9062 void R_DrawLocs(void)
9065 cl_locnode_t *loc, *nearestloc;
9067 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9068 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9070 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9071 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9075 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9077 if (decalsystem->decals)
9078 Mem_Free(decalsystem->decals);
9079 memset(decalsystem, 0, sizeof(*decalsystem));
9082 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9088 // expand or initialize the system
9089 if (decalsystem->maxdecals <= decalsystem->numdecals)
9091 decalsystem_t old = *decalsystem;
9092 qbool useshortelements;
9093 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9094 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9095 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
9096 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9097 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9098 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9099 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9100 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9101 if (decalsystem->numdecals)
9102 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9104 Mem_Free(old.decals);
9105 for (i = 0;i < decalsystem->maxdecals*3;i++)
9106 decalsystem->element3i[i] = i;
9107 if (useshortelements)
9108 for (i = 0;i < decalsystem->maxdecals*3;i++)
9109 decalsystem->element3s[i] = i;
9112 // grab a decal and search for another free slot for the next one
9113 decals = decalsystem->decals;
9114 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9115 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9117 decalsystem->freedecal = i;
9118 if (decalsystem->numdecals <= i)
9119 decalsystem->numdecals = i + 1;
9121 // initialize the decal
9123 decal->triangleindex = triangleindex;
9124 decal->surfaceindex = surfaceindex;
9125 decal->decalsequence = decalsequence;
9126 decal->color4f[0][0] = c0[0];
9127 decal->color4f[0][1] = c0[1];
9128 decal->color4f[0][2] = c0[2];
9129 decal->color4f[0][3] = 1;
9130 decal->color4f[1][0] = c1[0];
9131 decal->color4f[1][1] = c1[1];
9132 decal->color4f[1][2] = c1[2];
9133 decal->color4f[1][3] = 1;
9134 decal->color4f[2][0] = c2[0];
9135 decal->color4f[2][1] = c2[1];
9136 decal->color4f[2][2] = c2[2];
9137 decal->color4f[2][3] = 1;
9138 decal->vertex3f[0][0] = v0[0];
9139 decal->vertex3f[0][1] = v0[1];
9140 decal->vertex3f[0][2] = v0[2];
9141 decal->vertex3f[1][0] = v1[0];
9142 decal->vertex3f[1][1] = v1[1];
9143 decal->vertex3f[1][2] = v1[2];
9144 decal->vertex3f[2][0] = v2[0];
9145 decal->vertex3f[2][1] = v2[1];
9146 decal->vertex3f[2][2] = v2[2];
9147 decal->texcoord2f[0][0] = t0[0];
9148 decal->texcoord2f[0][1] = t0[1];
9149 decal->texcoord2f[1][0] = t1[0];
9150 decal->texcoord2f[1][1] = t1[1];
9151 decal->texcoord2f[2][0] = t2[0];
9152 decal->texcoord2f[2][1] = t2[1];
9153 TriangleNormal(v0, v1, v2, decal->plane);
9154 VectorNormalize(decal->plane);
9155 decal->plane[3] = DotProduct(v0, decal->plane);
9158 extern cvar_t cl_decals_bias;
9159 extern cvar_t cl_decals_models;
9160 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9161 // baseparms, parms, temps
9162 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9167 const float *vertex3f;
9168 const float *normal3f;
9170 float points[2][9][3];
9177 e = rsurface.modelelement3i + 3*triangleindex;
9179 vertex3f = rsurface.modelvertex3f;
9180 normal3f = rsurface.modelnormal3f;
9184 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9186 index = 3*e[cornerindex];
9187 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9192 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9194 index = 3*e[cornerindex];
9195 VectorCopy(vertex3f + index, v[cornerindex]);
9200 //TriangleNormal(v[0], v[1], v[2], normal);
9201 //if (DotProduct(normal, localnormal) < 0.0f)
9203 // clip by each of the box planes formed from the projection matrix
9204 // if anything survives, we emit the decal
9205 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9208 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9211 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9214 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9217 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9220 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
9223 // some part of the triangle survived, so we have to accept it...
9226 // dynamic always uses the original triangle
9228 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9230 index = 3*e[cornerindex];
9231 VectorCopy(vertex3f + index, v[cornerindex]);
9234 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9236 // convert vertex positions to texcoords
9237 Matrix4x4_Transform(projection, v[cornerindex], temp);
9238 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9239 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9240 // calculate distance fade from the projection origin
9241 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9242 f = bound(0.0f, f, 1.0f);
9243 c[cornerindex][0] = r * f;
9244 c[cornerindex][1] = g * f;
9245 c[cornerindex][2] = b * f;
9246 c[cornerindex][3] = 1.0f;
9247 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9250 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
9252 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9253 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
9255 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9257 matrix4x4_t projection;
9258 decalsystem_t *decalsystem;
9261 const msurface_t *surface;
9262 const msurface_t *surfaces;
9263 const texture_t *texture;
9267 float localorigin[3];
9268 float localnormal[3];
9276 int bih_triangles_count;
9277 int bih_triangles[256];
9278 int bih_surfaces[256];
9280 decalsystem = &ent->decalsystem;
9282 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9284 R_DecalSystem_Reset(&ent->decalsystem);
9288 if (!model->brush.data_leafs && !cl_decals_models.integer)
9290 if (decalsystem->model)
9291 R_DecalSystem_Reset(decalsystem);
9295 if (decalsystem->model != model)
9296 R_DecalSystem_Reset(decalsystem);
9297 decalsystem->model = model;
9299 RSurf_ActiveModelEntity(ent, true, false, false);
9301 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9302 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9303 VectorNormalize(localnormal);
9304 localsize = worldsize*rsurface.inversematrixscale;
9305 localmins[0] = localorigin[0] - localsize;
9306 localmins[1] = localorigin[1] - localsize;
9307 localmins[2] = localorigin[2] - localsize;
9308 localmaxs[0] = localorigin[0] + localsize;
9309 localmaxs[1] = localorigin[1] + localsize;
9310 localmaxs[2] = localorigin[2] + localsize;
9312 //VectorCopy(localnormal, planes[4]);
9313 //VectorVectors(planes[4], planes[2], planes[0]);
9314 AnglesFromVectors(angles, localnormal, NULL, false);
9315 AngleVectors(angles, planes[0], planes[2], planes[4]);
9316 VectorNegate(planes[0], planes[1]);
9317 VectorNegate(planes[2], planes[3]);
9318 VectorNegate(planes[4], planes[5]);
9319 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9320 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9321 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9322 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9323 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9324 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9329 matrix4x4_t forwardprojection;
9330 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9331 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9336 float projectionvector[4][3];
9337 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9338 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9339 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9340 projectionvector[0][0] = planes[0][0] * ilocalsize;
9341 projectionvector[0][1] = planes[1][0] * ilocalsize;
9342 projectionvector[0][2] = planes[2][0] * ilocalsize;
9343 projectionvector[1][0] = planes[0][1] * ilocalsize;
9344 projectionvector[1][1] = planes[1][1] * ilocalsize;
9345 projectionvector[1][2] = planes[2][1] * ilocalsize;
9346 projectionvector[2][0] = planes[0][2] * ilocalsize;
9347 projectionvector[2][1] = planes[1][2] * ilocalsize;
9348 projectionvector[2][2] = planes[2][2] * ilocalsize;
9349 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9350 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9351 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9352 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9356 dynamic = model->surfmesh.isanimated;
9357 surfaces = model->data_surfaces;
9360 bih_triangles_count = -1;
9363 if(model->render_bih.numleafs)
9364 bih = &model->render_bih;
9365 else if(model->collision_bih.numleafs)
9366 bih = &model->collision_bih;
9369 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9370 if(bih_triangles_count == 0)
9372 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9374 if(bih_triangles_count > 0)
9376 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9378 surfaceindex = bih_surfaces[triangleindex];
9379 surface = surfaces + surfaceindex;
9380 texture = surface->texture;
9383 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9385 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9387 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9392 for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
9394 surface = surfaces + surfaceindex;
9395 // check cull box first because it rejects more than any other check
9396 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9398 // skip transparent surfaces
9399 texture = surface->texture;
9402 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9404 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9406 numtriangles = surface->num_triangles;
9407 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9408 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9413 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9414 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9416 int renderentityindex;
9419 entity_render_t *ent;
9421 worldmins[0] = worldorigin[0] - worldsize;
9422 worldmins[1] = worldorigin[1] - worldsize;
9423 worldmins[2] = worldorigin[2] - worldsize;
9424 worldmaxs[0] = worldorigin[0] + worldsize;
9425 worldmaxs[1] = worldorigin[1] + worldsize;
9426 worldmaxs[2] = worldorigin[2] + worldsize;
9428 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9430 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9432 ent = r_refdef.scene.entities[renderentityindex];
9433 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9436 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9440 typedef struct r_decalsystem_splatqueue_s
9447 unsigned int decalsequence;
9449 r_decalsystem_splatqueue_t;
9451 int r_decalsystem_numqueued = 0;
9452 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9454 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
9456 r_decalsystem_splatqueue_t *queue;
9458 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9461 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9462 VectorCopy(worldorigin, queue->worldorigin);
9463 VectorCopy(worldnormal, queue->worldnormal);
9464 Vector4Set(queue->color, r, g, b, a);
9465 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9466 queue->worldsize = worldsize;
9467 queue->decalsequence = cl.decalsequence++;
9470 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9473 r_decalsystem_splatqueue_t *queue;
9475 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9476 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
9477 r_decalsystem_numqueued = 0;
9480 extern cvar_t cl_decals_max;
9481 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9484 decalsystem_t *decalsystem = &ent->decalsystem;
9486 unsigned int killsequence;
9491 if (!decalsystem->numdecals)
9494 if (r_showsurfaces.integer)
9497 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9499 R_DecalSystem_Reset(decalsystem);
9503 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9504 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9506 if (decalsystem->lastupdatetime)
9507 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9510 decalsystem->lastupdatetime = r_refdef.scene.time;
9511 numdecals = decalsystem->numdecals;
9513 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9515 if (decal->color4f[0][3])
9517 decal->lived += frametime;
9518 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9520 memset(decal, 0, sizeof(*decal));
9521 if (decalsystem->freedecal > i)
9522 decalsystem->freedecal = i;
9526 decal = decalsystem->decals;
9527 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9530 // collapse the array by shuffling the tail decals into the gaps
9533 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9534 decalsystem->freedecal++;
9535 if (decalsystem->freedecal == numdecals)
9537 decal[decalsystem->freedecal] = decal[--numdecals];
9540 decalsystem->numdecals = numdecals;
9544 // if there are no decals left, reset decalsystem
9545 R_DecalSystem_Reset(decalsystem);
9549 extern skinframe_t *decalskinframe;
9550 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9553 decalsystem_t *decalsystem = &ent->decalsystem;
9562 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9565 numdecals = decalsystem->numdecals;
9569 if (r_showsurfaces.integer)
9572 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9574 R_DecalSystem_Reset(decalsystem);
9578 // if the model is static it doesn't matter what value we give for
9579 // wantnormals and wanttangents, so this logic uses only rules applicable
9580 // to a model, knowing that they are meaningless otherwise
9581 RSurf_ActiveModelEntity(ent, false, false, false);
9583 decalsystem->lastupdatetime = r_refdef.scene.time;
9585 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9587 // update vertex positions for animated models
9588 v3f = decalsystem->vertex3f;
9589 c4f = decalsystem->color4f;
9590 t2f = decalsystem->texcoord2f;
9591 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9593 if (!decal->color4f[0][3])
9596 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9600 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9603 // update color values for fading decals
9604 if (decal->lived >= cl_decals_time.value)
9605 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9609 c4f[ 0] = decal->color4f[0][0] * alpha;
9610 c4f[ 1] = decal->color4f[0][1] * alpha;
9611 c4f[ 2] = decal->color4f[0][2] * alpha;
9613 c4f[ 4] = decal->color4f[1][0] * alpha;
9614 c4f[ 5] = decal->color4f[1][1] * alpha;
9615 c4f[ 6] = decal->color4f[1][2] * alpha;
9617 c4f[ 8] = decal->color4f[2][0] * alpha;
9618 c4f[ 9] = decal->color4f[2][1] * alpha;
9619 c4f[10] = decal->color4f[2][2] * alpha;
9622 t2f[0] = decal->texcoord2f[0][0];
9623 t2f[1] = decal->texcoord2f[0][1];
9624 t2f[2] = decal->texcoord2f[1][0];
9625 t2f[3] = decal->texcoord2f[1][1];
9626 t2f[4] = decal->texcoord2f[2][0];
9627 t2f[5] = decal->texcoord2f[2][1];
9629 // update vertex positions for animated models
9630 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9632 e = rsurface.modelelement3i + 3*decal->triangleindex;
9633 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9634 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9635 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9639 VectorCopy(decal->vertex3f[0], v3f);
9640 VectorCopy(decal->vertex3f[1], v3f + 3);
9641 VectorCopy(decal->vertex3f[2], v3f + 6);
9644 if (r_refdef.fogenabled)
9646 alpha = RSurf_FogVertex(v3f);
9647 VectorScale(c4f, alpha, c4f);
9648 alpha = RSurf_FogVertex(v3f + 3);
9649 VectorScale(c4f + 4, alpha, c4f + 4);
9650 alpha = RSurf_FogVertex(v3f + 6);
9651 VectorScale(c4f + 8, alpha, c4f + 8);
9662 r_refdef.stats[r_stat_drawndecals] += numtris;
9664 // now render the decals all at once
9665 // (this assumes they all use one particle font texture!)
9666 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
9667 // R_Mesh_ResetTextureState();
9668 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9669 GL_DepthMask(false);
9670 GL_DepthRange(0, 1);
9671 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9673 GL_CullFace(GL_NONE);
9674 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9675 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9676 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9680 static void R_DrawModelDecals(void)
9684 // fade faster when there are too many decals
9685 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9686 for (i = 0;i < r_refdef.scene.numentities;i++)
9687 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9689 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9690 for (i = 0;i < r_refdef.scene.numentities;i++)
9691 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9692 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9694 R_DecalSystem_ApplySplatEntitiesQueue();
9696 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9697 for (i = 0;i < r_refdef.scene.numentities;i++)
9698 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9700 r_refdef.stats[r_stat_totaldecals] += numdecals;
9702 if (r_showsurfaces.integer || !r_drawdecals.integer)
9705 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9707 for (i = 0;i < r_refdef.scene.numentities;i++)
9709 if (!r_refdef.viewcache.entityvisible[i])
9711 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9712 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9716 static void R_DrawDebugModel(void)
9718 entity_render_t *ent = rsurface.entity;
9720 const msurface_t *surface;
9721 model_t *model = ent->model;
9723 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9726 if (r_showoverdraw.value > 0)
9728 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9729 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9730 R_SetupShader_Generic_NoTexture(false, false);
9731 GL_DepthTest(false);
9732 GL_DepthMask(false);
9733 GL_DepthRange(0, 1);
9734 GL_BlendFunc(GL_ONE, GL_ONE);
9735 for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
9737 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9739 surface = model->data_surfaces + j;
9740 rsurface.texture = R_GetCurrentTexture(surface->texture);
9741 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9743 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9744 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9745 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9746 GL_Color(c, 0, 0, 1.0f);
9747 else if (ent == r_refdef.scene.worldentity)
9748 GL_Color(c, c, c, 1.0f);
9750 GL_Color(0, c, 0, 1.0f);
9751 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9755 rsurface.texture = NULL;
9758 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9760 // R_Mesh_ResetTextureState();
9761 R_SetupShader_Generic_NoTexture(false, false);
9762 GL_DepthRange(0, 1);
9763 GL_DepthTest(!r_showdisabledepthtest.integer);
9764 GL_DepthMask(false);
9765 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9767 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9771 qbool cullbox = false;
9772 const q3mbrush_t *brush;
9773 const bih_t *bih = &model->collision_bih;
9774 const bih_leaf_t *bihleaf;
9775 float vertex3f[3][3];
9776 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9777 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9779 if (cullbox && R_CullFrustum(bihleaf->mins, bihleaf->maxs))
9781 switch (bihleaf->type)
9784 brush = model->brush.data_brushes + bihleaf->itemindex;
9785 if (brush->colbrushf && brush->colbrushf->numtriangles)
9787 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9788 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9789 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9792 case BIH_COLLISIONTRIANGLE:
9793 triangleindex = bihleaf->itemindex;
9794 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9795 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9796 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9797 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9798 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9799 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9801 case BIH_RENDERTRIANGLE:
9802 triangleindex = bihleaf->itemindex;
9803 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9804 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9805 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9806 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9807 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9808 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9814 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9817 if (r_showtris.value > 0 && qglPolygonMode)
9819 if (r_showdisabledepthtest.integer)
9821 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9822 GL_DepthMask(false);
9826 GL_BlendFunc(GL_ONE, GL_ZERO);
9829 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9830 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9832 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9834 surface = model->data_surfaces + j;
9835 rsurface.texture = R_GetCurrentTexture(surface->texture);
9836 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9838 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9839 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9840 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9841 else if (ent == r_refdef.scene.worldentity)
9842 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9844 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9845 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9849 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9850 rsurface.texture = NULL;
9854 // FIXME! implement r_shownormals with just triangles
9855 if (r_shownormals.value != 0 && qglBegin)
9859 if (r_showdisabledepthtest.integer)
9861 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9862 GL_DepthMask(false);
9866 GL_BlendFunc(GL_ONE, GL_ZERO);
9869 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9871 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9873 surface = model->data_surfaces + j;
9874 rsurface.texture = R_GetCurrentTexture(surface->texture);
9875 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9877 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9879 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9881 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9883 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9884 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9885 qglVertex3f(v[0], v[1], v[2]);
9886 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9887 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9888 qglVertex3f(v[0], v[1], v[2]);
9891 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9893 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9895 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9896 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9897 qglVertex3f(v[0], v[1], v[2]);
9898 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9899 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9900 qglVertex3f(v[0], v[1], v[2]);
9903 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9905 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9907 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9908 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9909 qglVertex3f(v[0], v[1], v[2]);
9910 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9911 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9912 qglVertex3f(v[0], v[1], v[2]);
9915 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9917 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9919 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9920 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9921 qglVertex3f(v[0], v[1], v[2]);
9922 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9923 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9924 qglVertex3f(v[0], v[1], v[2]);
9931 rsurface.texture = NULL;
9937 int r_maxsurfacelist = 0;
9938 const msurface_t **r_surfacelist = NULL;
9939 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
9941 int i, j, flagsmask;
9942 model_t *model = ent->model;
9943 msurface_t *surfaces;
9944 unsigned char *update;
9945 int numsurfacelist = 0;
9949 if (r_maxsurfacelist < model->num_surfaces)
9951 r_maxsurfacelist = model->num_surfaces;
9953 Mem_Free((msurface_t **)r_surfacelist);
9954 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9957 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9958 RSurf_ActiveModelEntity(ent, false, false, false);
9960 RSurf_ActiveModelEntity(ent, true, true, true);
9962 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
9964 RSurf_ActiveModelEntity(ent, true, true, false);
9966 surfaces = model->data_surfaces;
9967 update = model->brushq1.lightmapupdateflags;
9969 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9974 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9978 // check if this is an empty model
9979 if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
9982 rsurface.lightmaptexture = NULL;
9983 rsurface.deluxemaptexture = NULL;
9984 rsurface.uselightmaptexture = false;
9985 rsurface.texture = NULL;
9986 rsurface.rtlight = NULL;
9989 // add visible surfaces to draw list
9990 if (ent == r_refdef.scene.worldentity)
9992 // for the world entity, check surfacevisible
9993 for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
9995 j = model->modelsurfaces_sorted[i];
9996 if (r_refdef.viewcache.world_surfacevisible[j])
9997 r_surfacelist[numsurfacelist++] = surfaces + j;
10000 // don't do anything if there were no surfaces added (none of the world entity is visible)
10001 if (!numsurfacelist)
10003 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10009 // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
10010 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10011 r_surfacelist[numsurfacelist++] = surfaces + i;
10015 // add all surfaces
10016 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10017 r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
10021 * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
10022 * using style chains because most styles do not change on most frames, and most
10023 * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
10024 * break this rule and animate most surfaces.
10026 if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
10028 model_brush_lightstyleinfo_t *style;
10030 // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
10031 for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
10033 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10035 int* list = style->surfacelist;
10036 style->value = r_refdef.scene.lightstylevalue[style->style];
10037 // Value changed - mark the surfaces belonging to this style chain as dirty
10038 for (j = 0; j < style->numsurfaces; j++)
10039 update[list[j]] = true;
10042 // Now check if update flags are set on any surfaces that are visible
10043 if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
10046 * We can do less frequent texture uploads (approximately 10hz for animated
10047 * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
10048 * For optimal efficiency, this includes the submodels of the worldmodel, so we
10049 * use model->num_surfaces, not nummodelsurfaces.
10051 for (i = 0; i < model->num_surfaces;i++)
10053 R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
10057 for (i = 0; i < numsurfacelist; i++)
10058 if (update[r_surfacelist[i] - surfaces])
10059 R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
10063 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10065 // add to stats if desired
10066 if (r_speeds.integer && !skysurfaces && !depthonly)
10068 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10069 for (j = 0;j < numsurfacelist;j++)
10070 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10073 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10076 void R_DebugLine(vec3_t start, vec3_t end)
10078 model_t *mod = CL_Mesh_UI();
10080 int e0, e1, e2, e3;
10081 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10082 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10083 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10086 // transform to screen coords first
10087 Vector4Set(w[0], start[0], start[1], start[2], 1);
10088 Vector4Set(w[1], end[0], end[1], end[2], 1);
10089 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10090 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10091 x1 = s[0][0] * vid_conwidth.value / vid.width;
10092 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10093 x2 = s[1][0] * vid_conwidth.value / vid.width;
10094 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10095 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10097 // add the line to the UI mesh for drawing later
10099 // width is measured in real pixels
10100 if (fabs(x2 - x1) > fabs(y2 - y1))
10103 offsety = 0.5f * width * vid_conheight.value / vid.height;
10107 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10110 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10111 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10112 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10113 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10114 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10115 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10116 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10121 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10123 static texture_t texture;
10125 // fake enough texture and surface state to render this geometry
10127 texture.update_lastrenderframe = -1; // regenerate this texture
10128 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10129 texture.basealpha = 1.0f;
10130 texture.currentskinframe = skinframe;
10131 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10132 texture.offsetmapping = OFFSETMAPPING_OFF;
10133 texture.offsetscale = 1;
10134 texture.specularscalemod = 1;
10135 texture.specularpowermod = 1;
10136 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10138 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10141 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10143 static msurface_t surface;
10144 const msurface_t *surfacelist = &surface;
10146 // fake enough texture and surface state to render this geometry
10147 surface.texture = texture;
10148 surface.num_triangles = numtriangles;
10149 surface.num_firsttriangle = firsttriangle;
10150 surface.num_vertices = numvertices;
10151 surface.num_firstvertex = firstvertex;
10154 rsurface.texture = R_GetCurrentTexture(surface.texture);
10155 rsurface.lightmaptexture = NULL;
10156 rsurface.deluxemaptexture = NULL;
10157 rsurface.uselightmaptexture = false;
10158 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);