2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
78 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
86 cvar_t r_transparent_sortsurfacesbynearest = {0, "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"};
87 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
91 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
97 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
98 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
99 cvar_t r_showspriteedges = {0, "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"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
110 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fullbright_directed = {0, "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"};
121 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
122 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
123 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
124 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
126 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
127 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
128 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
129 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
130 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
131 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
132 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
133 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
134 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
135 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
136 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
137 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
138 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
139 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
140 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
141 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
142 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
143 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
144 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
145 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
146 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
147 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
148 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
149 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
150 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
151 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
153 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
154 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
155 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
156 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
157 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
158 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
159 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
160 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
162 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
163 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
165 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
166 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
167 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
169 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
170 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
171 cvar_t r_rendertarget_debug = {0, "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)"};
172 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
173 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
174 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
175 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
176 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
177 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
178 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
180 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
181 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
182 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
183 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
184 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
185 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
186 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
187 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
188 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
189 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
190 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
191 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
193 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
194 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
195 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
196 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
197 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
198 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
200 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
201 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
202 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
203 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
204 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
205 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
206 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
207 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
208 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
210 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
211 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
212 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
213 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
215 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
216 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
218 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
219 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
220 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
221 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
222 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
223 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
225 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
226 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
227 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
228 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
229 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
230 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
231 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
232 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
233 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
234 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
236 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
238 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
240 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
242 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
244 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
245 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
246 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
247 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
249 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
250 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
252 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
254 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
255 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
257 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
258 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
259 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
260 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
263 extern cvar_t v_glslgamma_2d;
265 extern qboolean v_flipped_state;
267 r_framebufferstate_t r_fb;
269 /// shadow volume bsp struct with automatically growing nodes buffer
272 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
274 rtexture_t *r_texture_blanknormalmap;
275 rtexture_t *r_texture_white;
276 rtexture_t *r_texture_grey128;
277 rtexture_t *r_texture_black;
278 rtexture_t *r_texture_notexture;
279 rtexture_t *r_texture_whitecube;
280 rtexture_t *r_texture_normalizationcube;
281 rtexture_t *r_texture_fogattenuation;
282 rtexture_t *r_texture_fogheighttexture;
283 rtexture_t *r_texture_gammaramps;
284 unsigned int r_texture_gammaramps_serial;
285 //rtexture_t *r_texture_fogintensity;
286 rtexture_t *r_texture_reflectcube;
288 // TODO: hash lookups?
289 typedef struct cubemapinfo_s
296 int r_texture_numcubemaps;
297 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
299 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
300 unsigned int r_numqueries;
301 unsigned int r_maxqueries;
303 typedef struct r_qwskincache_s
305 char name[MAX_QPATH];
306 skinframe_t *skinframe;
310 static r_qwskincache_t *r_qwskincache;
311 static int r_qwskincache_size;
313 /// vertex coordinates for a quad that covers the screen exactly
314 extern const float r_screenvertex3f[12];
315 const float r_screenvertex3f[12] =
323 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
326 for (i = 0;i < verts;i++)
337 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
340 for (i = 0;i < verts;i++)
350 // FIXME: move this to client?
353 if (gamemode == GAME_NEHAHRA)
355 Cvar_Set("gl_fogenable", "0");
356 Cvar_Set("gl_fogdensity", "0.2");
357 Cvar_Set("gl_fogred", "0.3");
358 Cvar_Set("gl_foggreen", "0.3");
359 Cvar_Set("gl_fogblue", "0.3");
361 r_refdef.fog_density = 0;
362 r_refdef.fog_red = 0;
363 r_refdef.fog_green = 0;
364 r_refdef.fog_blue = 0;
365 r_refdef.fog_alpha = 1;
366 r_refdef.fog_start = 0;
367 r_refdef.fog_end = 16384;
368 r_refdef.fog_height = 1<<30;
369 r_refdef.fog_fadedepth = 128;
370 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
373 static void R_BuildBlankTextures(void)
375 unsigned char data[4];
376 data[2] = 128; // normal X
377 data[1] = 128; // normal Y
378 data[0] = 255; // normal Z
379 data[3] = 255; // height
380 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildNoTexture(void)
401 unsigned char pix[16][16][4];
402 // this makes a light grey/dark grey checkerboard texture
403 for (y = 0;y < 16;y++)
405 for (x = 0;x < 16;x++)
407 if ((y < 8) ^ (x < 8))
423 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
426 static void R_BuildWhiteCube(void)
428 unsigned char data[6*1*1*4];
429 memset(data, 255, sizeof(data));
430 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
433 static void R_BuildNormalizationCube(void)
437 vec_t s, t, intensity;
440 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
441 for (side = 0;side < 6;side++)
443 for (y = 0;y < NORMSIZE;y++)
445 for (x = 0;x < NORMSIZE;x++)
447 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
448 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
483 intensity = 127.0f / sqrt(DotProduct(v, v));
484 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
485 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
486 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
487 data[((side*64+y)*64+x)*4+3] = 255;
491 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
495 static void R_BuildFogTexture(void)
499 unsigned char data1[FOGWIDTH][4];
500 //unsigned char data2[FOGWIDTH][4];
503 r_refdef.fogmasktable_start = r_refdef.fog_start;
504 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
505 r_refdef.fogmasktable_range = r_refdef.fogrange;
506 r_refdef.fogmasktable_density = r_refdef.fog_density;
508 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
509 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
511 d = (x * r - r_refdef.fogmasktable_start);
512 if(developer_extra.integer)
513 Con_DPrintf("%f ", d);
515 if (r_fog_exp2.integer)
516 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
518 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
519 if(developer_extra.integer)
520 Con_DPrintf(" : %f ", alpha);
521 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
522 if(developer_extra.integer)
523 Con_DPrintf(" = %f\n", alpha);
524 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
527 for (x = 0;x < FOGWIDTH;x++)
529 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
534 //data2[x][0] = 255 - b;
535 //data2[x][1] = 255 - b;
536 //data2[x][2] = 255 - b;
539 if (r_texture_fogattenuation)
541 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
542 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
547 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
551 static void R_BuildFogHeightTexture(void)
553 unsigned char *inpixels;
561 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
562 if (r_refdef.fogheighttexturename[0])
563 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
566 r_refdef.fog_height_tablesize = 0;
567 if (r_texture_fogheighttexture)
568 R_FreeTexture(r_texture_fogheighttexture);
569 r_texture_fogheighttexture = NULL;
570 if (r_refdef.fog_height_table2d)
571 Mem_Free(r_refdef.fog_height_table2d);
572 r_refdef.fog_height_table2d = NULL;
573 if (r_refdef.fog_height_table1d)
574 Mem_Free(r_refdef.fog_height_table1d);
575 r_refdef.fog_height_table1d = NULL;
579 r_refdef.fog_height_tablesize = size;
580 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
581 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
582 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
584 // LordHavoc: now the magic - what is that table2d for? it is a cooked
585 // average fog color table accounting for every fog layer between a point
586 // and the camera. (Note: attenuation is handled separately!)
587 for (y = 0;y < size;y++)
589 for (x = 0;x < size;x++)
595 for (j = x;j <= y;j++)
597 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
603 for (j = x;j >= y;j--)
605 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
610 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
611 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
612 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
613 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
616 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
619 //=======================================================================================================================================================
621 static const char *builtinshaderstrings[] =
623 #include "shader_glsl.h"
627 //=======================================================================================================================================================
629 typedef struct shaderpermutationinfo_s
634 shaderpermutationinfo_t;
636 typedef struct shadermodeinfo_s
638 const char *sourcebasename;
639 const char *extension;
640 const char **builtinshaderstrings;
649 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
650 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
652 {"#define USEDIFFUSE\n", " diffuse"},
653 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
654 {"#define USEVIEWTINT\n", " viewtint"},
655 {"#define USECOLORMAPPING\n", " colormapping"},
656 {"#define USESATURATION\n", " saturation"},
657 {"#define USEFOGINSIDE\n", " foginside"},
658 {"#define USEFOGOUTSIDE\n", " fogoutside"},
659 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
660 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
661 {"#define USEGAMMARAMPS\n", " gammaramps"},
662 {"#define USECUBEFILTER\n", " cubefilter"},
663 {"#define USEGLOW\n", " glow"},
664 {"#define USEBLOOM\n", " bloom"},
665 {"#define USESPECULAR\n", " specular"},
666 {"#define USEPOSTPROCESSING\n", " postprocessing"},
667 {"#define USEREFLECTION\n", " reflection"},
668 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
669 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
670 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
671 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
672 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
673 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
674 {"#define USEALPHAKILL\n", " alphakill"},
675 {"#define USEREFLECTCUBE\n", " reflectcube"},
676 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
677 {"#define USEBOUNCEGRID\n", " bouncegrid"},
678 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
679 {"#define USETRIPPY\n", " trippy"},
680 {"#define USEDEPTHRGB\n", " depthrgb"},
681 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
682 {"#define USESKELETAL\n", " skeletal"},
683 {"#define USEOCCLUDE\n", " occlude"}
686 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
687 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
689 // SHADERLANGUAGE_GLSL
691 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
692 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
693 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
694 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
704 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
705 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
710 struct r_glsl_permutation_s;
711 typedef struct r_glsl_permutation_s
714 struct r_glsl_permutation_s *hashnext;
716 dpuint64 permutation;
718 /// indicates if we have tried compiling this permutation already
720 /// 0 if compilation failed
722 // texture units assigned to each detected uniform
723 int tex_Texture_First;
724 int tex_Texture_Second;
725 int tex_Texture_GammaRamps;
726 int tex_Texture_Normal;
727 int tex_Texture_Color;
728 int tex_Texture_Gloss;
729 int tex_Texture_Glow;
730 int tex_Texture_SecondaryNormal;
731 int tex_Texture_SecondaryColor;
732 int tex_Texture_SecondaryGloss;
733 int tex_Texture_SecondaryGlow;
734 int tex_Texture_Pants;
735 int tex_Texture_Shirt;
736 int tex_Texture_FogHeightTexture;
737 int tex_Texture_FogMask;
738 int tex_Texture_Lightmap;
739 int tex_Texture_Deluxemap;
740 int tex_Texture_Attenuation;
741 int tex_Texture_Cube;
742 int tex_Texture_Refraction;
743 int tex_Texture_Reflection;
744 int tex_Texture_ShadowMap2D;
745 int tex_Texture_CubeProjection;
746 int tex_Texture_ScreenNormalMap;
747 int tex_Texture_ScreenDiffuse;
748 int tex_Texture_ScreenSpecular;
749 int tex_Texture_ReflectMask;
750 int tex_Texture_ReflectCube;
751 int tex_Texture_BounceGrid;
752 /// locations of detected uniforms in program object, or -1 if not found
753 int loc_Texture_First;
754 int loc_Texture_Second;
755 int loc_Texture_GammaRamps;
756 int loc_Texture_Normal;
757 int loc_Texture_Color;
758 int loc_Texture_Gloss;
759 int loc_Texture_Glow;
760 int loc_Texture_SecondaryNormal;
761 int loc_Texture_SecondaryColor;
762 int loc_Texture_SecondaryGloss;
763 int loc_Texture_SecondaryGlow;
764 int loc_Texture_Pants;
765 int loc_Texture_Shirt;
766 int loc_Texture_FogHeightTexture;
767 int loc_Texture_FogMask;
768 int loc_Texture_Lightmap;
769 int loc_Texture_Deluxemap;
770 int loc_Texture_Attenuation;
771 int loc_Texture_Cube;
772 int loc_Texture_Refraction;
773 int loc_Texture_Reflection;
774 int loc_Texture_ShadowMap2D;
775 int loc_Texture_CubeProjection;
776 int loc_Texture_ScreenNormalMap;
777 int loc_Texture_ScreenDiffuse;
778 int loc_Texture_ScreenSpecular;
779 int loc_Texture_ReflectMask;
780 int loc_Texture_ReflectCube;
781 int loc_Texture_BounceGrid;
783 int loc_BloomBlur_Parameters;
785 int loc_Color_Ambient;
786 int loc_Color_Diffuse;
787 int loc_Color_Specular;
791 int loc_DeferredColor_Ambient;
792 int loc_DeferredColor_Diffuse;
793 int loc_DeferredColor_Specular;
794 int loc_DeferredMod_Diffuse;
795 int loc_DeferredMod_Specular;
796 int loc_DistortScaleRefractReflect;
799 int loc_FogHeightFade;
801 int loc_FogPlaneViewDist;
802 int loc_FogRangeRecip;
805 int loc_LightPosition;
806 int loc_OffsetMapping_ScaleSteps;
807 int loc_OffsetMapping_LodDistance;
808 int loc_OffsetMapping_Bias;
810 int loc_ReflectColor;
811 int loc_ReflectFactor;
812 int loc_ReflectOffset;
813 int loc_RefractColor;
815 int loc_ScreenCenterRefractReflect;
816 int loc_ScreenScaleRefractReflect;
817 int loc_ScreenToDepth;
818 int loc_ShadowMap_Parameters;
819 int loc_ShadowMap_TextureScale;
820 int loc_SpecularPower;
821 int loc_Skeletal_Transform12;
826 int loc_ViewTintColor;
828 int loc_ModelToLight;
830 int loc_BackgroundTexMatrix;
831 int loc_ModelViewProjectionMatrix;
832 int loc_ModelViewMatrix;
833 int loc_PixelToScreenTexCoord;
834 int loc_ModelToReflectCube;
835 int loc_ShadowMapMatrix;
836 int loc_BloomColorSubtract;
837 int loc_NormalmapScrollBlend;
838 int loc_BounceGridMatrix;
839 int loc_BounceGridIntensity;
840 /// uniform block bindings
841 int ubibind_Skeletal_Transform12_UniformBlock;
842 /// uniform block indices
843 int ubiloc_Skeletal_Transform12_UniformBlock;
845 r_glsl_permutation_t;
847 #define SHADERPERMUTATION_HASHSIZE 256
850 // non-degradable "lightweight" shader parameters to keep the permutations simpler
851 // these can NOT degrade! only use for simple stuff
854 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
855 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
856 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
857 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
858 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
859 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
860 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
861 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
862 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
863 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
864 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
865 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
866 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
867 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
869 #define SHADERSTATICPARMS_COUNT 14
871 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
872 static int shaderstaticparms_count = 0;
874 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
875 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
877 extern qboolean r_shadow_shadowmapsampler;
878 extern int r_shadow_shadowmappcf;
879 qboolean R_CompileShader_CheckStaticParms(void)
881 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
882 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
883 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
886 if (r_glsl_saturation_redcompensate.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
888 if (r_glsl_vertextextureblend_usebothalphas.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
890 if (r_shadow_glossexact.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
892 if (r_glsl_postprocess.integer)
894 if (r_glsl_postprocess_uservec1_enable.integer)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
896 if (r_glsl_postprocess_uservec2_enable.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
898 if (r_glsl_postprocess_uservec3_enable.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
900 if (r_glsl_postprocess_uservec4_enable.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
905 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
908 if (r_shadow_shadowmapsampler)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
910 if (r_shadow_shadowmappcf > 1)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
912 else if (r_shadow_shadowmappcf)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
914 if (r_celshading.integer)
915 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
916 if (r_celoutlines.integer)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
919 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
922 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
923 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
924 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
926 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
927 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
929 shaderstaticparms_count = 0;
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
948 /// information about each possible shader permutation
949 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
950 /// currently selected permutation
951 r_glsl_permutation_t *r_glsl_permutation;
952 /// storage for permutations linked in the hash table
953 memexpandablearray_t r_glsl_permutationarray;
955 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
957 //unsigned int hashdepth = 0;
958 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
959 r_glsl_permutation_t *p;
960 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
962 if (p->mode == mode && p->permutation == permutation)
964 //if (hashdepth > 10)
965 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
970 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
972 p->permutation = permutation;
973 p->hashnext = r_glsl_permutationhash[mode][hashindex];
974 r_glsl_permutationhash[mode][hashindex] = p;
975 //if (hashdepth > 10)
976 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
980 static char *R_ShaderStrCat(const char **strings)
983 const char **p = strings;
986 for (p = strings;(t = *p);p++)
989 s = string = (char *)Mem_Alloc(r_main_mempool, len);
991 for (p = strings;(t = *p);p++)
1001 static char *R_ShaderStrCat(const char **strings);
1002 static void R_InitShaderModeInfo(void)
1005 shadermodeinfo_t *modeinfo;
1006 // 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)
1007 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1009 for (i = 0; i < SHADERMODE_COUNT; i++)
1011 char filename[MAX_QPATH];
1012 modeinfo = &shadermodeinfo[language][i];
1013 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1014 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1015 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1016 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1021 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1024 // if the mode has no filename we have to return the builtin string
1025 if (builtinonly || !modeinfo->filename)
1026 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1027 // note that FS_LoadFile appends a 0 byte to make it a valid string
1028 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1031 if (printfromdisknotice)
1032 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1033 return shaderstring;
1035 // fall back to builtinstring
1036 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1039 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1044 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1046 char permutationname[256];
1047 int vertstrings_count = 0;
1048 int geomstrings_count = 0;
1049 int fragstrings_count = 0;
1050 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1051 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1052 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1059 permutationname[0] = 0;
1060 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1062 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1064 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1065 if(vid.support.glshaderversion >= 140)
1067 vertstrings_list[vertstrings_count++] = "#version 140\n";
1068 geomstrings_list[geomstrings_count++] = "#version 140\n";
1069 fragstrings_list[fragstrings_count++] = "#version 140\n";
1070 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1071 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1072 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1074 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1075 else if(vid.support.glshaderversion >= 130)
1077 vertstrings_list[vertstrings_count++] = "#version 130\n";
1078 geomstrings_list[geomstrings_count++] = "#version 130\n";
1079 fragstrings_list[fragstrings_count++] = "#version 130\n";
1080 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1081 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1082 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1084 // if we can do #version 120, we should (this adds the invariant keyword)
1085 else if(vid.support.glshaderversion >= 120)
1087 vertstrings_list[vertstrings_count++] = "#version 120\n";
1088 geomstrings_list[geomstrings_count++] = "#version 120\n";
1089 fragstrings_list[fragstrings_count++] = "#version 120\n";
1090 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1091 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1092 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1094 // GLES also adds several things from GLSL120
1095 switch(vid.renderpath)
1097 case RENDERPATH_GLES2:
1098 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1099 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1100 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1106 // the first pretext is which type of shader to compile as
1107 // (later these will all be bound together as a program object)
1108 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1109 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1110 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1112 // the second pretext is the mode (for example a light source)
1113 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1114 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1115 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1116 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1118 // now add all the permutation pretexts
1119 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1121 if (permutation & (1ll<<i))
1123 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1124 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1125 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1126 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1130 // keep line numbers correct
1131 vertstrings_list[vertstrings_count++] = "\n";
1132 geomstrings_list[geomstrings_count++] = "\n";
1133 fragstrings_list[fragstrings_count++] = "\n";
1138 R_CompileShader_AddStaticParms(mode, permutation);
1139 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1140 vertstrings_count += shaderstaticparms_count;
1141 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1142 geomstrings_count += shaderstaticparms_count;
1143 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1144 fragstrings_count += shaderstaticparms_count;
1146 // now append the shader text itself
1147 vertstrings_list[vertstrings_count++] = sourcestring;
1148 geomstrings_list[geomstrings_count++] = sourcestring;
1149 fragstrings_list[fragstrings_count++] = sourcestring;
1151 // we don't currently use geometry shaders for anything, so just empty the list
1152 geomstrings_count = 0;
1154 // compile the shader program
1155 if (vertstrings_count + geomstrings_count + fragstrings_count)
1156 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1160 qglUseProgram(p->program);CHECKGLERROR
1161 // look up all the uniform variable names we care about, so we don't
1162 // have to look them up every time we set them
1167 GLint activeuniformindex = 0;
1168 GLint numactiveuniforms = 0;
1169 char uniformname[128];
1170 GLsizei uniformnamelength = 0;
1171 GLint uniformsize = 0;
1172 GLenum uniformtype = 0;
1173 memset(uniformname, 0, sizeof(uniformname));
1174 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1175 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1176 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1178 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1179 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1184 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1185 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1186 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1187 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1188 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1189 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1190 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1191 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1192 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1193 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1194 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1195 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1196 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1197 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1198 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1199 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1200 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1201 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1202 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1203 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1204 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1205 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1206 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1207 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1208 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1209 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1210 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1211 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1212 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1213 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1214 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1215 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1216 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1217 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1218 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1219 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1220 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1221 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1222 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1223 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1224 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1225 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1226 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1227 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1228 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1229 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1230 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1231 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1232 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1233 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1234 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1235 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1236 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1237 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1238 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1239 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1240 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1241 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1242 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1243 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1244 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1245 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1246 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1247 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1248 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1249 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1250 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1251 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1252 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1253 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1254 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1255 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1256 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1257 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1258 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1259 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1260 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1261 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1262 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1263 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1264 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1265 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1266 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1267 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1268 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1269 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1270 // initialize the samplers to refer to the texture units we use
1271 p->tex_Texture_First = -1;
1272 p->tex_Texture_Second = -1;
1273 p->tex_Texture_GammaRamps = -1;
1274 p->tex_Texture_Normal = -1;
1275 p->tex_Texture_Color = -1;
1276 p->tex_Texture_Gloss = -1;
1277 p->tex_Texture_Glow = -1;
1278 p->tex_Texture_SecondaryNormal = -1;
1279 p->tex_Texture_SecondaryColor = -1;
1280 p->tex_Texture_SecondaryGloss = -1;
1281 p->tex_Texture_SecondaryGlow = -1;
1282 p->tex_Texture_Pants = -1;
1283 p->tex_Texture_Shirt = -1;
1284 p->tex_Texture_FogHeightTexture = -1;
1285 p->tex_Texture_FogMask = -1;
1286 p->tex_Texture_Lightmap = -1;
1287 p->tex_Texture_Deluxemap = -1;
1288 p->tex_Texture_Attenuation = -1;
1289 p->tex_Texture_Cube = -1;
1290 p->tex_Texture_Refraction = -1;
1291 p->tex_Texture_Reflection = -1;
1292 p->tex_Texture_ShadowMap2D = -1;
1293 p->tex_Texture_CubeProjection = -1;
1294 p->tex_Texture_ScreenNormalMap = -1;
1295 p->tex_Texture_ScreenDiffuse = -1;
1296 p->tex_Texture_ScreenSpecular = -1;
1297 p->tex_Texture_ReflectMask = -1;
1298 p->tex_Texture_ReflectCube = -1;
1299 p->tex_Texture_BounceGrid = -1;
1300 // bind the texture samplers in use
1302 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1303 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1304 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1305 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1306 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1307 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1308 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1309 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1310 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1311 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1312 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1313 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1314 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1315 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1316 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1317 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1318 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1319 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1320 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1321 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1322 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1323 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1324 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1325 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1326 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1327 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1328 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1329 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1330 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1331 // get the uniform block indices so we can bind them
1332 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1333 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1334 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1336 // clear the uniform block bindings
1337 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1338 // bind the uniform blocks in use
1340 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1341 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1343 // we're done compiling and setting up the shader, at least until it is used
1345 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1348 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1352 Mem_Free(sourcestring);
1355 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1357 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1358 if (r_glsl_permutation != perm)
1360 r_glsl_permutation = perm;
1361 if (!r_glsl_permutation->program)
1363 if (!r_glsl_permutation->compiled)
1365 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1366 R_GLSL_CompilePermutation(perm, mode, permutation);
1368 if (!r_glsl_permutation->program)
1370 // remove features until we find a valid permutation
1372 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1374 // reduce i more quickly whenever it would not remove any bits
1375 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1376 if (!(permutation & j))
1379 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1380 if (!r_glsl_permutation->compiled)
1381 R_GLSL_CompilePermutation(perm, mode, permutation);
1382 if (r_glsl_permutation->program)
1385 if (i >= SHADERPERMUTATION_COUNT)
1387 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1388 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1389 qglUseProgram(0);CHECKGLERROR
1390 return; // no bit left to clear, entire mode is broken
1395 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1397 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1398 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1399 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1403 void R_GLSL_Restart_f(void)
1405 unsigned int i, limit;
1406 switch(vid.renderpath)
1408 case RENDERPATH_GL32:
1409 case RENDERPATH_GLES2:
1411 r_glsl_permutation_t *p;
1412 r_glsl_permutation = NULL;
1413 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1414 for (i = 0;i < limit;i++)
1416 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1418 GL_Backend_FreeProgram(p->program);
1419 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1422 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1428 static void R_GLSL_DumpShader_f(void)
1430 int i, language, mode, dupe;
1432 shadermodeinfo_t *modeinfo;
1435 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1437 modeinfo = shadermodeinfo[language];
1438 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1440 // don't dump the same file multiple times (most or all shaders come from the same file)
1441 for (dupe = mode - 1;dupe >= 0;dupe--)
1442 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1446 text = modeinfo[mode].builtinstring;
1449 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1452 FS_Print(file, "/* The engine may define the following macros:\n");
1453 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1454 for (i = 0;i < SHADERMODE_COUNT;i++)
1455 FS_Print(file, modeinfo[i].pretext);
1456 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1457 FS_Print(file, shaderpermutationinfo[i].pretext);
1458 FS_Print(file, "*/\n");
1459 FS_Print(file, text);
1461 Con_Printf("%s written\n", modeinfo[mode].filename);
1464 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1469 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1471 dpuint64 permutation = 0;
1472 if (r_trippy.integer && !notrippy)
1473 permutation |= SHADERPERMUTATION_TRIPPY;
1474 permutation |= SHADERPERMUTATION_VIEWTINT;
1476 permutation |= SHADERPERMUTATION_DIFFUSE;
1477 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1478 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1479 if (suppresstexalpha)
1480 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1481 if (vid.allowalphatocoverage)
1482 GL_AlphaToCoverage(false);
1483 switch (vid.renderpath)
1485 case RENDERPATH_GL32:
1486 case RENDERPATH_GLES2:
1487 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1488 if (r_glsl_permutation->tex_Texture_First >= 0)
1489 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1490 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1491 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1496 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1498 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1501 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1503 dpuint64 permutation = 0;
1504 if (r_trippy.integer && !notrippy)
1505 permutation |= SHADERPERMUTATION_TRIPPY;
1507 permutation |= SHADERPERMUTATION_DEPTHRGB;
1509 permutation |= SHADERPERMUTATION_SKELETAL;
1511 if (vid.allowalphatocoverage)
1512 GL_AlphaToCoverage(false);
1513 switch (vid.renderpath)
1515 case RENDERPATH_GL32:
1516 case RENDERPATH_GLES2:
1517 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1518 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1519 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);
1525 #define BLENDFUNC_ALLOWS_COLORMOD 1
1526 #define BLENDFUNC_ALLOWS_FOG 2
1527 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1528 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1529 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1530 static int R_BlendFuncFlags(int src, int dst)
1534 // a blendfunc allows colormod if:
1535 // a) it can never keep the destination pixel invariant, or
1536 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1537 // this is to prevent unintended side effects from colormod
1539 // a blendfunc allows fog if:
1540 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1541 // this is to prevent unintended side effects from fog
1543 // these checks are the output of fogeval.pl
1545 r |= BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1547 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1548 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1549 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1551 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1552 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1553 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1554 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1555 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1556 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1557 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1558 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1559 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1560 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1561 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1562 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1563 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1564 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1565 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1566 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1571 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1573 // select a permutation of the lighting shader appropriate to this
1574 // combination of texture, entity, light source, and fogging, only use the
1575 // minimum features necessary to avoid wasting rendering time in the
1576 // fragment shader on features that are not being used
1577 dpuint64 permutation = 0;
1578 unsigned int mode = 0;
1580 texture_t *t = rsurface.texture;
1582 matrix4x4_t tempmatrix;
1583 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1584 if (r_trippy.integer && !notrippy)
1585 permutation |= SHADERPERMUTATION_TRIPPY;
1586 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1587 permutation |= SHADERPERMUTATION_ALPHAKILL;
1588 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1589 permutation |= SHADERPERMUTATION_OCCLUDE;
1590 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1591 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1592 if (rsurfacepass == RSURFPASS_BACKGROUND)
1594 // distorted background
1595 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1597 mode = SHADERMODE_WATER;
1598 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1599 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1600 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1602 // this is the right thing to do for wateralpha
1603 GL_BlendFunc(GL_ONE, GL_ZERO);
1604 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1608 // this is the right thing to do for entity alpha
1609 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1610 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1613 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1615 mode = SHADERMODE_REFRACTION;
1616 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1617 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1618 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1619 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1623 mode = SHADERMODE_GENERIC;
1624 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1625 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1626 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1628 if (vid.allowalphatocoverage)
1629 GL_AlphaToCoverage(false);
1631 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1633 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1635 switch(t->offsetmapping)
1637 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1638 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1639 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1640 case OFFSETMAPPING_OFF: break;
1643 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1644 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1645 // normalmap (deferred prepass), may use alpha test on diffuse
1646 mode = SHADERMODE_DEFERREDGEOMETRY;
1647 GL_BlendFunc(GL_ONE, GL_ZERO);
1648 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1649 if (vid.allowalphatocoverage)
1650 GL_AlphaToCoverage(false);
1652 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1654 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1656 switch(t->offsetmapping)
1658 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1659 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1660 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1661 case OFFSETMAPPING_OFF: break;
1664 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1665 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1666 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1667 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1669 mode = SHADERMODE_LIGHTSOURCE;
1670 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1671 permutation |= SHADERPERMUTATION_CUBEFILTER;
1672 if (VectorLength2(rtlightdiffuse) > 0)
1673 permutation |= SHADERPERMUTATION_DIFFUSE;
1674 if (VectorLength2(rtlightspecular) > 0)
1675 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1676 if (r_refdef.fogenabled)
1677 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1678 if (t->colormapping)
1679 permutation |= SHADERPERMUTATION_COLORMAPPING;
1680 if (r_shadow_usingshadowmap2d)
1682 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1683 if(r_shadow_shadowmapvsdct)
1684 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1686 if (r_shadow_shadowmap2ddepthbuffer)
1687 permutation |= SHADERPERMUTATION_DEPTHRGB;
1689 if (t->reflectmasktexture)
1690 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1691 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1692 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1693 if (vid.allowalphatocoverage)
1694 GL_AlphaToCoverage(false);
1696 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1698 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1700 switch(t->offsetmapping)
1702 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1703 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1704 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1705 case OFFSETMAPPING_OFF: break;
1708 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1709 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1710 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1711 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1712 // directional model lighting
1713 mode = SHADERMODE_LIGHTDIRECTION;
1714 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1715 permutation |= SHADERPERMUTATION_GLOW;
1716 if (VectorLength2(t->render_modellight_diffuse))
1717 permutation |= SHADERPERMUTATION_DIFFUSE;
1718 if (VectorLength2(t->render_modellight_specular) > 0)
1719 permutation |= SHADERPERMUTATION_SPECULAR;
1720 if (r_refdef.fogenabled)
1721 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1722 if (t->colormapping)
1723 permutation |= SHADERPERMUTATION_COLORMAPPING;
1724 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1726 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1727 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1729 if (r_shadow_shadowmap2ddepthbuffer)
1730 permutation |= SHADERPERMUTATION_DEPTHRGB;
1732 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1733 permutation |= SHADERPERMUTATION_REFLECTION;
1734 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1735 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1736 if (t->reflectmasktexture)
1737 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1738 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1740 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1741 if (r_shadow_bouncegrid_state.directional)
1742 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1744 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1745 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1746 // when using alphatocoverage, we don't need alphakill
1747 if (vid.allowalphatocoverage)
1749 if (r_transparent_alphatocoverage.integer)
1751 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1752 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1755 GL_AlphaToCoverage(false);
1760 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1762 switch(t->offsetmapping)
1764 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1765 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1766 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1767 case OFFSETMAPPING_OFF: break;
1770 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1771 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1772 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1773 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1775 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1776 permutation |= SHADERPERMUTATION_GLOW;
1777 if (r_refdef.fogenabled)
1778 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1779 if (t->colormapping)
1780 permutation |= SHADERPERMUTATION_COLORMAPPING;
1781 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1783 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1784 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1786 if (r_shadow_shadowmap2ddepthbuffer)
1787 permutation |= SHADERPERMUTATION_DEPTHRGB;
1789 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1790 permutation |= SHADERPERMUTATION_REFLECTION;
1791 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1792 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1793 if (t->reflectmasktexture)
1794 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1795 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1797 // deluxemapping (light direction texture)
1798 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1799 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1801 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1802 permutation |= SHADERPERMUTATION_DIFFUSE;
1803 if (VectorLength2(t->render_lightmap_specular) > 0)
1804 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1806 else if (r_glsl_deluxemapping.integer >= 2)
1808 // fake deluxemapping (uniform light direction in tangentspace)
1809 if (rsurface.uselightmaptexture)
1810 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1812 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1813 permutation |= SHADERPERMUTATION_DIFFUSE;
1814 if (VectorLength2(t->render_lightmap_specular) > 0)
1815 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1817 else if (rsurface.uselightmaptexture)
1819 // ordinary lightmapping (q1bsp, q3bsp)
1820 mode = SHADERMODE_LIGHTMAP;
1824 // ordinary vertex coloring (q3bsp)
1825 mode = SHADERMODE_VERTEXCOLOR;
1827 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1829 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1830 if (r_shadow_bouncegrid_state.directional)
1831 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1833 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1834 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1835 // when using alphatocoverage, we don't need alphakill
1836 if (vid.allowalphatocoverage)
1838 if (r_transparent_alphatocoverage.integer)
1840 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1841 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1844 GL_AlphaToCoverage(false);
1847 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1848 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1849 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1850 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1851 switch(vid.renderpath)
1853 case RENDERPATH_GL32:
1854 case RENDERPATH_GLES2:
1855 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);
1856 RSurf_UploadBuffersForBatch();
1857 // this has to be after RSurf_PrepareVerticesForBatch
1858 if (rsurface.batchskeletaltransform3x4buffer)
1859 permutation |= SHADERPERMUTATION_SKELETAL;
1860 R_SetupShader_SetPermutationGLSL(mode, permutation);
1861 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1862 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);
1864 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1865 if (mode == SHADERMODE_LIGHTSOURCE)
1867 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1868 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1869 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1870 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1871 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1872 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1874 // additive passes are only darkened by fog, not tinted
1875 if (r_glsl_permutation->loc_FogColor >= 0)
1876 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1877 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);
1881 if (mode == SHADERMODE_FLATCOLOR)
1883 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]);
1885 else if (mode == SHADERMODE_LIGHTDIRECTION)
1887 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]);
1888 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]);
1889 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]);
1890 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]);
1891 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]);
1892 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1893 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1897 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]);
1898 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]);
1899 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]);
1900 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]);
1901 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]);
1903 // additive passes are only darkened by fog, not tinted
1904 if (r_glsl_permutation->loc_FogColor >= 0)
1906 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1907 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1909 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1911 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);
1912 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]);
1913 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]);
1914 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);
1915 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);
1916 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1917 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1918 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);
1919 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1921 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1922 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1923 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1924 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1926 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]);
1927 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]);
1931 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]);
1932 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]);
1935 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]);
1936 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));
1937 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1938 if (r_glsl_permutation->loc_Color_Pants >= 0)
1940 if (t->pantstexture)
1941 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1943 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1945 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1947 if (t->shirttexture)
1948 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1950 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1952 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]);
1953 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1954 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1955 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1956 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1957 r_glsl_offsetmapping_scale.value*t->offsetscale,
1958 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1959 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1960 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1962 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);
1963 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1964 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]);
1965 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1966 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);}
1967 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1969 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
1970 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
1971 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
1972 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
1973 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
1974 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
1975 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
1976 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
1977 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
1978 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
1979 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
1980 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
1981 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
1982 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
1983 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
1984 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
1985 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
1986 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
1987 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
1988 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
1989 if (rsurfacepass == RSURFPASS_BACKGROUND)
1991 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);
1992 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);
1993 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);
1997 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);
1999 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2000 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2001 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2002 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2004 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2005 if (rsurface.rtlight)
2007 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2008 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2011 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2017 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2019 // select a permutation of the lighting shader appropriate to this
2020 // combination of texture, entity, light source, and fogging, only use the
2021 // minimum features necessary to avoid wasting rendering time in the
2022 // fragment shader on features that are not being used
2023 dpuint64 permutation = 0;
2024 unsigned int mode = 0;
2025 const float *lightcolorbase = rtlight->currentcolor;
2026 float ambientscale = rtlight->ambientscale;
2027 float diffusescale = rtlight->diffusescale;
2028 float specularscale = rtlight->specularscale;
2029 // this is the location of the light in view space
2030 vec3_t viewlightorigin;
2031 // this transforms from view space (camera) to light space (cubemap)
2032 matrix4x4_t viewtolight;
2033 matrix4x4_t lighttoview;
2034 float viewtolight16f[16];
2036 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2037 if (rtlight->currentcubemap != r_texture_whitecube)
2038 permutation |= SHADERPERMUTATION_CUBEFILTER;
2039 if (diffusescale > 0)
2040 permutation |= SHADERPERMUTATION_DIFFUSE;
2041 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2042 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2043 if (r_shadow_usingshadowmap2d)
2045 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2046 if (r_shadow_shadowmapvsdct)
2047 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2049 if (r_shadow_shadowmap2ddepthbuffer)
2050 permutation |= SHADERPERMUTATION_DEPTHRGB;
2052 if (vid.allowalphatocoverage)
2053 GL_AlphaToCoverage(false);
2054 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2055 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2056 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2057 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2058 switch(vid.renderpath)
2060 case RENDERPATH_GL32:
2061 case RENDERPATH_GLES2:
2062 R_SetupShader_SetPermutationGLSL(mode, permutation);
2063 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2064 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2065 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2066 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2067 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2068 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]);
2069 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]);
2070 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);
2071 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]);
2072 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2074 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2075 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2076 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2077 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2078 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2083 #define SKINFRAME_HASH 1024
2087 unsigned int loadsequence; // incremented each level change
2088 memexpandablearray_t array;
2089 skinframe_t *hash[SKINFRAME_HASH];
2092 r_skinframe_t r_skinframe;
2094 void R_SkinFrame_PrepareForPurge(void)
2096 r_skinframe.loadsequence++;
2097 // wrap it without hitting zero
2098 if (r_skinframe.loadsequence >= 200)
2099 r_skinframe.loadsequence = 1;
2102 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2106 // mark the skinframe as used for the purging code
2107 skinframe->loadsequence = r_skinframe.loadsequence;
2110 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2114 if (s->merged == s->base)
2116 R_PurgeTexture(s->stain); s->stain = NULL;
2117 R_PurgeTexture(s->merged); s->merged = NULL;
2118 R_PurgeTexture(s->base); s->base = NULL;
2119 R_PurgeTexture(s->pants); s->pants = NULL;
2120 R_PurgeTexture(s->shirt); s->shirt = NULL;
2121 R_PurgeTexture(s->nmap); s->nmap = NULL;
2122 R_PurgeTexture(s->gloss); s->gloss = NULL;
2123 R_PurgeTexture(s->glow); s->glow = NULL;
2124 R_PurgeTexture(s->fog); s->fog = NULL;
2125 R_PurgeTexture(s->reflect); s->reflect = NULL;
2126 s->loadsequence = 0;
2129 void R_SkinFrame_Purge(void)
2133 for (i = 0;i < SKINFRAME_HASH;i++)
2135 for (s = r_skinframe.hash[i];s;s = s->next)
2137 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2138 R_SkinFrame_PurgeSkinFrame(s);
2143 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2145 char basename[MAX_QPATH];
2147 Image_StripImageExtension(name, basename, sizeof(basename));
2149 if( last == NULL ) {
2151 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2152 item = r_skinframe.hash[hashindex];
2157 // linearly search through the hash bucket
2158 for( ; item ; item = item->next ) {
2159 if( !strcmp( item->basename, basename ) ) {
2166 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2169 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2171 char basename[MAX_QPATH];
2173 Image_StripImageExtension(name, basename, sizeof(basename));
2175 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2176 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2177 if (!strcmp(item->basename, basename) &&
2178 item->textureflags == compareflags &&
2179 item->comparewidth == comparewidth &&
2180 item->compareheight == compareheight &&
2181 item->comparecrc == comparecrc)
2188 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2189 memset(item, 0, sizeof(*item));
2190 strlcpy(item->basename, basename, sizeof(item->basename));
2191 item->textureflags = compareflags;
2192 item->comparewidth = comparewidth;
2193 item->compareheight = compareheight;
2194 item->comparecrc = comparecrc;
2195 item->next = r_skinframe.hash[hashindex];
2196 r_skinframe.hash[hashindex] = item;
2198 else if (textureflags & TEXF_FORCE_RELOAD)
2199 R_SkinFrame_PurgeSkinFrame(item);
2201 R_SkinFrame_MarkUsed(item);
2205 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2207 unsigned long long avgcolor[5], wsum; \
2215 for(pix = 0; pix < cnt; ++pix) \
2218 for(comp = 0; comp < 3; ++comp) \
2220 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2223 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2225 for(comp = 0; comp < 3; ++comp) \
2226 avgcolor[comp] += getpixel * w; \
2229 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2230 avgcolor[4] += getpixel; \
2232 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2234 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2235 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2236 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2237 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2240 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2242 skinframe_t *skinframe;
2244 if (cls.state == ca_dedicated)
2247 // return an existing skinframe if already loaded
2248 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2249 if (skinframe && skinframe->base)
2252 // if the skinframe doesn't exist this will create it
2253 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2256 extern cvar_t gl_picmip;
2257 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2260 unsigned char *pixels;
2261 unsigned char *bumppixels;
2262 unsigned char *basepixels = NULL;
2263 int basepixels_width = 0;
2264 int basepixels_height = 0;
2265 rtexture_t *ddsbase = NULL;
2266 qboolean ddshasalpha = false;
2267 float ddsavgcolor[4];
2268 char basename[MAX_QPATH];
2269 int miplevel = R_PicmipForFlags(textureflags);
2270 int savemiplevel = miplevel;
2274 if (cls.state == ca_dedicated)
2277 Image_StripImageExtension(name, basename, sizeof(basename));
2279 // check for DDS texture file first
2280 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2282 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2283 if (basepixels == NULL && fallbacknotexture)
2284 basepixels = Image_GenerateNoTexture();
2285 if (basepixels == NULL)
2289 // FIXME handle miplevel
2291 if (developer_loading.integer)
2292 Con_Printf("loading skin \"%s\"\n", name);
2294 // we've got some pixels to store, so really allocate this new texture now
2296 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2297 textureflags &= ~TEXF_FORCE_RELOAD;
2298 skinframe->stain = NULL;
2299 skinframe->merged = NULL;
2300 skinframe->base = NULL;
2301 skinframe->pants = NULL;
2302 skinframe->shirt = NULL;
2303 skinframe->nmap = NULL;
2304 skinframe->gloss = NULL;
2305 skinframe->glow = NULL;
2306 skinframe->fog = NULL;
2307 skinframe->reflect = NULL;
2308 skinframe->hasalpha = false;
2309 // we could store the q2animname here too
2313 skinframe->base = ddsbase;
2314 skinframe->hasalpha = ddshasalpha;
2315 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2316 if (r_loadfog && skinframe->hasalpha)
2317 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);
2318 //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]);
2322 basepixels_width = image_width;
2323 basepixels_height = image_height;
2324 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);
2325 if (textureflags & TEXF_ALPHA)
2327 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2329 if (basepixels[j] < 255)
2331 skinframe->hasalpha = true;
2335 if (r_loadfog && skinframe->hasalpha)
2337 // has transparent pixels
2338 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2339 for (j = 0;j < image_width * image_height * 4;j += 4)
2344 pixels[j+3] = basepixels[j+3];
2346 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);
2350 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2352 //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]);
2353 if (r_savedds && skinframe->base)
2354 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2355 if (r_savedds && skinframe->fog)
2356 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2362 mymiplevel = savemiplevel;
2363 if (r_loadnormalmap)
2364 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);
2365 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2367 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2368 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2369 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2370 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2373 // _norm is the name used by tenebrae and has been adopted as standard
2374 if (r_loadnormalmap && skinframe->nmap == NULL)
2376 mymiplevel = savemiplevel;
2377 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2379 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);
2383 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2385 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2386 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2387 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);
2389 Mem_Free(bumppixels);
2391 else if (r_shadow_bumpscale_basetexture.value > 0)
2393 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2394 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2395 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);
2399 if (r_savedds && skinframe->nmap)
2400 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2404 // _luma is supported only for tenebrae compatibility
2405 // _glow is the preferred name
2406 mymiplevel = savemiplevel;
2407 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_luma", skinframe->basename), false, false, false, &mymiplevel))))
2409 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);
2411 if (r_savedds && skinframe->glow)
2412 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2414 Mem_Free(pixels);pixels = NULL;
2417 mymiplevel = savemiplevel;
2418 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2420 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);
2422 if (r_savedds && skinframe->gloss)
2423 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2429 mymiplevel = savemiplevel;
2430 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2432 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);
2434 if (r_savedds && skinframe->pants)
2435 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2441 mymiplevel = savemiplevel;
2442 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2444 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);
2446 if (r_savedds && skinframe->shirt)
2447 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2453 mymiplevel = savemiplevel;
2454 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2456 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);
2458 if (r_savedds && skinframe->reflect)
2459 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2466 Mem_Free(basepixels);
2471 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2474 skinframe_t *skinframe;
2477 if (cls.state == ca_dedicated)
2480 // if already loaded just return it, otherwise make a new skinframe
2481 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2482 if (skinframe->base)
2484 textureflags &= ~TEXF_FORCE_RELOAD;
2486 skinframe->stain = NULL;
2487 skinframe->merged = NULL;
2488 skinframe->base = NULL;
2489 skinframe->pants = NULL;
2490 skinframe->shirt = NULL;
2491 skinframe->nmap = NULL;
2492 skinframe->gloss = NULL;
2493 skinframe->glow = NULL;
2494 skinframe->fog = NULL;
2495 skinframe->reflect = NULL;
2496 skinframe->hasalpha = false;
2498 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2502 if (developer_loading.integer)
2503 Con_Printf("loading 32bit skin \"%s\"\n", name);
2505 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2507 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2508 unsigned char *b = a + width * height * 4;
2509 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2510 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);
2513 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2514 if (textureflags & TEXF_ALPHA)
2516 for (i = 3;i < width * height * 4;i += 4)
2518 if (skindata[i] < 255)
2520 skinframe->hasalpha = true;
2524 if (r_loadfog && skinframe->hasalpha)
2526 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2527 memcpy(fogpixels, skindata, width * height * 4);
2528 for (i = 0;i < width * height * 4;i += 4)
2529 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2530 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2531 Mem_Free(fogpixels);
2535 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2536 //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]);
2541 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2545 skinframe_t *skinframe;
2547 if (cls.state == ca_dedicated)
2550 // if already loaded just return it, otherwise make a new skinframe
2551 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2552 if (skinframe->base)
2554 //textureflags &= ~TEXF_FORCE_RELOAD;
2556 skinframe->stain = NULL;
2557 skinframe->merged = NULL;
2558 skinframe->base = NULL;
2559 skinframe->pants = NULL;
2560 skinframe->shirt = NULL;
2561 skinframe->nmap = NULL;
2562 skinframe->gloss = NULL;
2563 skinframe->glow = NULL;
2564 skinframe->fog = NULL;
2565 skinframe->reflect = NULL;
2566 skinframe->hasalpha = false;
2568 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2572 if (developer_loading.integer)
2573 Con_Printf("loading quake skin \"%s\"\n", name);
2575 // 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)
2576 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2577 memcpy(skinframe->qpixels, skindata, width*height);
2578 skinframe->qwidth = width;
2579 skinframe->qheight = height;
2582 for (i = 0;i < width * height;i++)
2583 featuresmask |= palette_featureflags[skindata[i]];
2585 skinframe->hasalpha = false;
2588 skinframe->hasalpha = true;
2589 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2590 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2591 skinframe->qgeneratemerged = true;
2592 skinframe->qgeneratebase = skinframe->qhascolormapping;
2593 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2595 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2596 //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]);
2601 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2605 unsigned char *skindata;
2608 if (!skinframe->qpixels)
2611 if (!skinframe->qhascolormapping)
2612 colormapped = false;
2616 if (!skinframe->qgeneratebase)
2621 if (!skinframe->qgeneratemerged)
2625 width = skinframe->qwidth;
2626 height = skinframe->qheight;
2627 skindata = skinframe->qpixels;
2629 if (skinframe->qgeneratenmap)
2631 unsigned char *a, *b;
2632 skinframe->qgeneratenmap = false;
2633 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2634 b = a + width * height * 4;
2635 // use either a custom palette or the quake palette
2636 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2637 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2638 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);
2642 if (skinframe->qgenerateglow)
2644 skinframe->qgenerateglow = false;
2645 if (skinframe->hasalpha) // fence textures
2646 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
2648 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
2653 skinframe->qgeneratebase = false;
2654 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);
2655 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);
2656 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);
2660 skinframe->qgeneratemerged = false;
2661 if (skinframe->hasalpha) // fence textures
2662 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);
2664 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);
2667 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2669 Mem_Free(skinframe->qpixels);
2670 skinframe->qpixels = NULL;
2674 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)
2677 skinframe_t *skinframe;
2680 if (cls.state == ca_dedicated)
2683 // if already loaded just return it, otherwise make a new skinframe
2684 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2685 if (skinframe->base)
2687 textureflags &= ~TEXF_FORCE_RELOAD;
2689 skinframe->stain = NULL;
2690 skinframe->merged = NULL;
2691 skinframe->base = NULL;
2692 skinframe->pants = NULL;
2693 skinframe->shirt = NULL;
2694 skinframe->nmap = NULL;
2695 skinframe->gloss = NULL;
2696 skinframe->glow = NULL;
2697 skinframe->fog = NULL;
2698 skinframe->reflect = NULL;
2699 skinframe->hasalpha = false;
2701 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2705 if (developer_loading.integer)
2706 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2708 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2709 if ((textureflags & TEXF_ALPHA) && alphapalette)
2711 for (i = 0;i < width * height;i++)
2713 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2715 skinframe->hasalpha = true;
2719 if (r_loadfog && skinframe->hasalpha)
2720 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2723 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2724 //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]);
2729 skinframe_t *R_SkinFrame_LoadMissing(void)
2731 skinframe_t *skinframe;
2733 if (cls.state == ca_dedicated)
2736 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2737 skinframe->stain = NULL;
2738 skinframe->merged = NULL;
2739 skinframe->base = NULL;
2740 skinframe->pants = NULL;
2741 skinframe->shirt = NULL;
2742 skinframe->nmap = NULL;
2743 skinframe->gloss = NULL;
2744 skinframe->glow = NULL;
2745 skinframe->fog = NULL;
2746 skinframe->reflect = NULL;
2747 skinframe->hasalpha = false;
2749 skinframe->avgcolor[0] = rand() / RAND_MAX;
2750 skinframe->avgcolor[1] = rand() / RAND_MAX;
2751 skinframe->avgcolor[2] = rand() / RAND_MAX;
2752 skinframe->avgcolor[3] = 1;
2757 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2760 static unsigned char pix[16][16][4];
2762 if (cls.state == ca_dedicated)
2765 // this makes a light grey/dark grey checkerboard texture
2768 for (y = 0; y < 16; y++)
2770 for (x = 0; x < 16; x++)
2772 if ((y < 8) ^ (x < 8))
2790 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2793 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2795 skinframe_t *skinframe;
2796 if (cls.state == ca_dedicated)
2798 // if already loaded just return it, otherwise make a new skinframe
2799 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2800 if (skinframe->base)
2802 textureflags &= ~TEXF_FORCE_RELOAD;
2803 skinframe->stain = NULL;
2804 skinframe->merged = NULL;
2805 skinframe->base = NULL;
2806 skinframe->pants = NULL;
2807 skinframe->shirt = NULL;
2808 skinframe->nmap = NULL;
2809 skinframe->gloss = NULL;
2810 skinframe->glow = NULL;
2811 skinframe->fog = NULL;
2812 skinframe->reflect = NULL;
2813 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2814 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2817 if (developer_loading.integer)
2818 Con_Printf("loading 32bit skin \"%s\"\n", name);
2819 skinframe->base = skinframe->merged = tex;
2820 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2824 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2825 typedef struct suffixinfo_s
2828 qboolean flipx, flipy, flipdiagonal;
2831 static suffixinfo_t suffix[3][6] =
2834 {"px", false, false, false},
2835 {"nx", false, false, false},
2836 {"py", false, false, false},
2837 {"ny", false, false, false},
2838 {"pz", false, false, false},
2839 {"nz", false, false, false}
2842 {"posx", false, false, false},
2843 {"negx", false, false, false},
2844 {"posy", false, false, false},
2845 {"negy", false, false, false},
2846 {"posz", false, false, false},
2847 {"negz", false, false, false}
2850 {"rt", true, false, true},
2851 {"lf", false, true, true},
2852 {"ft", true, true, false},
2853 {"bk", false, false, false},
2854 {"up", true, false, true},
2855 {"dn", true, false, true}
2859 static int componentorder[4] = {0, 1, 2, 3};
2861 static rtexture_t *R_LoadCubemap(const char *basename)
2863 int i, j, cubemapsize;
2864 unsigned char *cubemappixels, *image_buffer;
2865 rtexture_t *cubemaptexture;
2867 // must start 0 so the first loadimagepixels has no requested width/height
2869 cubemappixels = NULL;
2870 cubemaptexture = NULL;
2871 // keep trying different suffix groups (posx, px, rt) until one loads
2872 for (j = 0;j < 3 && !cubemappixels;j++)
2874 // load the 6 images in the suffix group
2875 for (i = 0;i < 6;i++)
2877 // generate an image name based on the base and and suffix
2878 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2880 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2882 // an image loaded, make sure width and height are equal
2883 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2885 // if this is the first image to load successfully, allocate the cubemap memory
2886 if (!cubemappixels && image_width >= 1)
2888 cubemapsize = image_width;
2889 // note this clears to black, so unavailable sides are black
2890 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2892 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2894 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);
2897 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2899 Mem_Free(image_buffer);
2903 // if a cubemap loaded, upload it
2906 if (developer_loading.integer)
2907 Con_Printf("loading cubemap \"%s\"\n", basename);
2909 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
2910 Mem_Free(cubemappixels);
2914 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2915 if (developer_loading.integer)
2917 Con_Printf("(tried tried images ");
2918 for (j = 0;j < 3;j++)
2919 for (i = 0;i < 6;i++)
2920 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2921 Con_Print(" and was unable to find any of them).\n");
2924 return cubemaptexture;
2927 rtexture_t *R_GetCubemap(const char *basename)
2930 for (i = 0;i < r_texture_numcubemaps;i++)
2931 if (r_texture_cubemaps[i] != NULL)
2932 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2933 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2934 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2935 return r_texture_whitecube;
2936 r_texture_numcubemaps++;
2937 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2938 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2939 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2940 return r_texture_cubemaps[i]->texture;
2943 static void R_Main_FreeViewCache(void)
2945 if (r_refdef.viewcache.entityvisible)
2946 Mem_Free(r_refdef.viewcache.entityvisible);
2947 if (r_refdef.viewcache.world_pvsbits)
2948 Mem_Free(r_refdef.viewcache.world_pvsbits);
2949 if (r_refdef.viewcache.world_leafvisible)
2950 Mem_Free(r_refdef.viewcache.world_leafvisible);
2951 if (r_refdef.viewcache.world_surfacevisible)
2952 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2953 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2956 static void R_Main_ResizeViewCache(void)
2958 int numentities = r_refdef.scene.numentities;
2959 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2960 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2961 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2962 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2963 if (r_refdef.viewcache.maxentities < numentities)
2965 r_refdef.viewcache.maxentities = numentities;
2966 if (r_refdef.viewcache.entityvisible)
2967 Mem_Free(r_refdef.viewcache.entityvisible);
2968 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2970 if (r_refdef.viewcache.world_numclusters != numclusters)
2972 r_refdef.viewcache.world_numclusters = numclusters;
2973 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2974 if (r_refdef.viewcache.world_pvsbits)
2975 Mem_Free(r_refdef.viewcache.world_pvsbits);
2976 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2978 if (r_refdef.viewcache.world_numleafs != numleafs)
2980 r_refdef.viewcache.world_numleafs = numleafs;
2981 if (r_refdef.viewcache.world_leafvisible)
2982 Mem_Free(r_refdef.viewcache.world_leafvisible);
2983 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2985 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2987 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2988 if (r_refdef.viewcache.world_surfacevisible)
2989 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2990 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2994 extern rtexture_t *loadingscreentexture;
2995 static void gl_main_start(void)
2997 loadingscreentexture = NULL;
2998 r_texture_blanknormalmap = NULL;
2999 r_texture_white = NULL;
3000 r_texture_grey128 = NULL;
3001 r_texture_black = NULL;
3002 r_texture_whitecube = NULL;
3003 r_texture_normalizationcube = NULL;
3004 r_texture_fogattenuation = NULL;
3005 r_texture_fogheighttexture = NULL;
3006 r_texture_gammaramps = NULL;
3007 r_texture_numcubemaps = 0;
3008 r_uniformbufferalignment = 32;
3010 r_loaddds = r_texture_dds_load.integer != 0;
3011 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3013 switch(vid.renderpath)
3015 case RENDERPATH_GL32:
3016 case RENDERPATH_GLES2:
3017 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3018 Cvar_SetValueQuick(&gl_combine, 1);
3019 Cvar_SetValueQuick(&r_glsl, 1);
3020 r_loadnormalmap = true;
3023 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3024 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3030 R_FrameData_Reset();
3031 R_BufferData_Reset();
3035 memset(r_queries, 0, sizeof(r_queries));
3037 r_qwskincache = NULL;
3038 r_qwskincache_size = 0;
3040 // due to caching of texture_t references, the collision cache must be reset
3041 Collision_Cache_Reset(true);
3043 // set up r_skinframe loading system for textures
3044 memset(&r_skinframe, 0, sizeof(r_skinframe));
3045 r_skinframe.loadsequence = 1;
3046 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3048 r_main_texturepool = R_AllocTexturePool();
3049 R_BuildBlankTextures();
3052 R_BuildNormalizationCube();
3053 r_texture_fogattenuation = NULL;
3054 r_texture_fogheighttexture = NULL;
3055 r_texture_gammaramps = NULL;
3056 //r_texture_fogintensity = NULL;
3057 memset(&r_fb, 0, sizeof(r_fb));
3058 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3059 r_glsl_permutation = NULL;
3060 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3061 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3062 memset(&r_svbsp, 0, sizeof (r_svbsp));
3064 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3065 r_texture_numcubemaps = 0;
3067 r_refdef.fogmasktable_density = 0;
3070 // For Steelstorm Android
3071 // FIXME CACHE the program and reload
3072 // FIXME see possible combinations for SS:BR android
3073 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3074 R_SetupShader_SetPermutationGLSL(0, 12);
3075 R_SetupShader_SetPermutationGLSL(0, 13);
3076 R_SetupShader_SetPermutationGLSL(0, 8388621);
3077 R_SetupShader_SetPermutationGLSL(3, 0);
3078 R_SetupShader_SetPermutationGLSL(3, 2048);
3079 R_SetupShader_SetPermutationGLSL(5, 0);
3080 R_SetupShader_SetPermutationGLSL(5, 2);
3081 R_SetupShader_SetPermutationGLSL(5, 2048);
3082 R_SetupShader_SetPermutationGLSL(5, 8388608);
3083 R_SetupShader_SetPermutationGLSL(11, 1);
3084 R_SetupShader_SetPermutationGLSL(11, 2049);
3085 R_SetupShader_SetPermutationGLSL(11, 8193);
3086 R_SetupShader_SetPermutationGLSL(11, 10241);
3087 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3091 static void gl_main_shutdown(void)
3093 R_RenderTarget_FreeUnused(true);
3094 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3096 R_FrameData_Reset();
3097 R_BufferData_Reset();
3099 R_Main_FreeViewCache();
3101 switch(vid.renderpath)
3103 case RENDERPATH_GL32:
3104 case RENDERPATH_GLES2:
3105 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3107 qglDeleteQueries(r_maxqueries, r_queries);
3114 memset(r_queries, 0, sizeof(r_queries));
3116 r_qwskincache = NULL;
3117 r_qwskincache_size = 0;
3119 // clear out the r_skinframe state
3120 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3121 memset(&r_skinframe, 0, sizeof(r_skinframe));
3124 Mem_Free(r_svbsp.nodes);
3125 memset(&r_svbsp, 0, sizeof (r_svbsp));
3126 R_FreeTexturePool(&r_main_texturepool);
3127 loadingscreentexture = NULL;
3128 r_texture_blanknormalmap = NULL;
3129 r_texture_white = NULL;
3130 r_texture_grey128 = NULL;
3131 r_texture_black = NULL;
3132 r_texture_whitecube = NULL;
3133 r_texture_normalizationcube = NULL;
3134 r_texture_fogattenuation = NULL;
3135 r_texture_fogheighttexture = NULL;
3136 r_texture_gammaramps = NULL;
3137 r_texture_numcubemaps = 0;
3138 //r_texture_fogintensity = NULL;
3139 memset(&r_fb, 0, sizeof(r_fb));
3142 r_glsl_permutation = NULL;
3143 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3144 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3147 static void gl_main_newmap(void)
3149 // FIXME: move this code to client
3150 char *entities, entname[MAX_QPATH];
3152 Mem_Free(r_qwskincache);
3153 r_qwskincache = NULL;
3154 r_qwskincache_size = 0;
3157 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3158 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3160 CL_ParseEntityLump(entities);
3164 if (cl.worldmodel->brush.entities)
3165 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3167 R_Main_FreeViewCache();
3169 R_FrameData_Reset();
3170 R_BufferData_Reset();
3173 void GL_Main_Init(void)
3176 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3177 R_InitShaderModeInfo();
3179 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3180 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3181 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3182 if (gamemode == GAME_NEHAHRA)
3184 Cvar_RegisterVariable (&gl_fogenable);
3185 Cvar_RegisterVariable (&gl_fogdensity);
3186 Cvar_RegisterVariable (&gl_fogred);
3187 Cvar_RegisterVariable (&gl_foggreen);
3188 Cvar_RegisterVariable (&gl_fogblue);
3189 Cvar_RegisterVariable (&gl_fogstart);
3190 Cvar_RegisterVariable (&gl_fogend);
3191 Cvar_RegisterVariable (&gl_skyclip);
3193 Cvar_RegisterVariable(&r_motionblur);
3194 Cvar_RegisterVariable(&r_damageblur);
3195 Cvar_RegisterVariable(&r_motionblur_averaging);
3196 Cvar_RegisterVariable(&r_motionblur_randomize);
3197 Cvar_RegisterVariable(&r_motionblur_minblur);
3198 Cvar_RegisterVariable(&r_motionblur_maxblur);
3199 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3200 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3201 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3202 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3203 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3204 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3205 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3206 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3207 Cvar_RegisterVariable(&r_equalize_entities_by);
3208 Cvar_RegisterVariable(&r_equalize_entities_to);
3209 Cvar_RegisterVariable(&r_depthfirst);
3210 Cvar_RegisterVariable(&r_useinfinitefarclip);
3211 Cvar_RegisterVariable(&r_farclip_base);
3212 Cvar_RegisterVariable(&r_farclip_world);
3213 Cvar_RegisterVariable(&r_nearclip);
3214 Cvar_RegisterVariable(&r_deformvertexes);
3215 Cvar_RegisterVariable(&r_transparent);
3216 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3217 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3218 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3219 Cvar_RegisterVariable(&r_showoverdraw);
3220 Cvar_RegisterVariable(&r_showbboxes);
3221 Cvar_RegisterVariable(&r_showbboxes_client);
3222 Cvar_RegisterVariable(&r_showsurfaces);
3223 Cvar_RegisterVariable(&r_showtris);
3224 Cvar_RegisterVariable(&r_shownormals);
3225 Cvar_RegisterVariable(&r_showlighting);
3226 Cvar_RegisterVariable(&r_showcollisionbrushes);
3227 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3228 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3229 Cvar_RegisterVariable(&r_showdisabledepthtest);
3230 Cvar_RegisterVariable(&r_showspriteedges);
3231 Cvar_RegisterVariable(&r_showparticleedges);
3232 Cvar_RegisterVariable(&r_drawportals);
3233 Cvar_RegisterVariable(&r_drawentities);
3234 Cvar_RegisterVariable(&r_draw2d);
3235 Cvar_RegisterVariable(&r_drawworld);
3236 Cvar_RegisterVariable(&r_cullentities_trace);
3237 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3238 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3239 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3240 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3241 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3242 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3243 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3244 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3245 Cvar_RegisterVariable(&r_sortentities);
3246 Cvar_RegisterVariable(&r_drawviewmodel);
3247 Cvar_RegisterVariable(&r_drawexteriormodel);
3248 Cvar_RegisterVariable(&r_speeds);
3249 Cvar_RegisterVariable(&r_fullbrights);
3250 Cvar_RegisterVariable(&r_wateralpha);
3251 Cvar_RegisterVariable(&r_dynamic);
3252 Cvar_RegisterVariable(&r_fullbright_directed);
3253 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3254 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3255 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3256 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3257 Cvar_RegisterVariable(&r_fullbright);
3258 Cvar_RegisterVariable(&r_shadows);
3259 Cvar_RegisterVariable(&r_shadows_darken);
3260 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3261 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3262 Cvar_RegisterVariable(&r_shadows_throwdistance);
3263 Cvar_RegisterVariable(&r_shadows_throwdirection);
3264 Cvar_RegisterVariable(&r_shadows_focus);
3265 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3266 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3267 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3268 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3269 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3270 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3271 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3272 Cvar_RegisterVariable(&r_fog_exp2);
3273 Cvar_RegisterVariable(&r_fog_clear);
3274 Cvar_RegisterVariable(&r_drawfog);
3275 Cvar_RegisterVariable(&r_transparentdepthmasking);
3276 Cvar_RegisterVariable(&r_transparent_sortmindist);
3277 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3278 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3279 Cvar_RegisterVariable(&r_texture_dds_load);
3280 Cvar_RegisterVariable(&r_texture_dds_save);
3281 Cvar_RegisterVariable(&r_textureunits);
3282 Cvar_RegisterVariable(&gl_combine);
3283 Cvar_RegisterVariable(&r_usedepthtextures);
3284 Cvar_RegisterVariable(&r_viewfbo);
3285 Cvar_RegisterVariable(&r_rendertarget_debug);
3286 Cvar_RegisterVariable(&r_viewscale);
3287 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3288 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3289 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3290 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3291 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3292 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3293 Cvar_RegisterVariable(&r_glsl);
3294 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3295 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3296 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3297 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3298 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3299 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3300 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3301 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3302 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3303 Cvar_RegisterVariable(&r_glsl_postprocess);
3304 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3307 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3308 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3309 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3310 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3311 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3312 Cvar_RegisterVariable(&r_celshading);
3313 Cvar_RegisterVariable(&r_celoutlines);
3315 Cvar_RegisterVariable(&r_water);
3316 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3317 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3318 Cvar_RegisterVariable(&r_water_clippingplanebias);
3319 Cvar_RegisterVariable(&r_water_refractdistort);
3320 Cvar_RegisterVariable(&r_water_reflectdistort);
3321 Cvar_RegisterVariable(&r_water_scissormode);
3322 Cvar_RegisterVariable(&r_water_lowquality);
3323 Cvar_RegisterVariable(&r_water_hideplayer);
3325 Cvar_RegisterVariable(&r_lerpsprites);
3326 Cvar_RegisterVariable(&r_lerpmodels);
3327 Cvar_RegisterVariable(&r_lerplightstyles);
3328 Cvar_RegisterVariable(&r_waterscroll);
3329 Cvar_RegisterVariable(&r_bloom);
3330 Cvar_RegisterVariable(&r_bloom_colorscale);
3331 Cvar_RegisterVariable(&r_bloom_brighten);
3332 Cvar_RegisterVariable(&r_bloom_blur);
3333 Cvar_RegisterVariable(&r_bloom_resolution);
3334 Cvar_RegisterVariable(&r_bloom_colorexponent);
3335 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3336 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3337 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3338 Cvar_RegisterVariable(&r_hdr_glowintensity);
3339 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3340 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3341 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3342 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3343 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3344 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3345 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3346 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3347 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3348 Cvar_RegisterVariable(&developer_texturelogging);
3349 Cvar_RegisterVariable(&gl_lightmaps);
3350 Cvar_RegisterVariable(&r_test);
3351 Cvar_RegisterVariable(&r_batch_multidraw);
3352 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3353 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3354 Cvar_RegisterVariable(&r_glsl_skeletal);
3355 Cvar_RegisterVariable(&r_glsl_saturation);
3356 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3357 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3358 Cvar_RegisterVariable(&r_framedatasize);
3359 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3360 Cvar_RegisterVariable(&r_buffermegs[i]);
3361 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3362 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3363 Cvar_SetValue("r_fullbrights", 0);
3364 #ifdef DP_MOBILETOUCH
3365 // GLES devices have terrible depth precision in general, so...
3366 Cvar_SetValueQuick(&r_nearclip, 4);
3367 Cvar_SetValueQuick(&r_farclip_base, 4096);
3368 Cvar_SetValueQuick(&r_farclip_world, 0);
3369 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3371 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3374 void Render_Init(void)
3387 R_LightningBeams_Init();
3391 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3395 if (r_trippy.integer)
3397 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3399 p = r_refdef.view.frustum + i;
3404 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3408 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3412 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3416 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3420 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3424 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3428 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3432 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3440 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3444 if (r_trippy.integer)
3446 for (i = 0;i < numplanes;i++)
3453 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3457 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3461 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3465 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3469 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3473 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3477 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3481 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3489 //==================================================================================
3491 // LordHavoc: this stores temporary data used within the same frame
3493 typedef struct r_framedata_mem_s
3495 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3496 size_t size; // how much usable space
3497 size_t current; // how much space in use
3498 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3499 size_t wantedsize; // how much space was allocated
3500 unsigned char *data; // start of real data (16byte aligned)
3504 static r_framedata_mem_t *r_framedata_mem;
3506 void R_FrameData_Reset(void)
3508 while (r_framedata_mem)
3510 r_framedata_mem_t *next = r_framedata_mem->purge;
3511 Mem_Free(r_framedata_mem);
3512 r_framedata_mem = next;
3516 static void R_FrameData_Resize(qboolean mustgrow)
3519 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3520 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3521 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3523 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3524 newmem->wantedsize = wantedsize;
3525 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3526 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3527 newmem->current = 0;
3529 newmem->purge = r_framedata_mem;
3530 r_framedata_mem = newmem;
3534 void R_FrameData_NewFrame(void)
3536 R_FrameData_Resize(false);
3537 if (!r_framedata_mem)
3539 // if we ran out of space on the last frame, free the old memory now
3540 while (r_framedata_mem->purge)
3542 // repeatedly remove the second item in the list, leaving only head
3543 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3544 Mem_Free(r_framedata_mem->purge);
3545 r_framedata_mem->purge = next;
3547 // reset the current mem pointer
3548 r_framedata_mem->current = 0;
3549 r_framedata_mem->mark = 0;
3552 void *R_FrameData_Alloc(size_t size)
3557 // align to 16 byte boundary - the data pointer is already aligned, so we
3558 // only need to ensure the size of every allocation is also aligned
3559 size = (size + 15) & ~15;
3561 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3563 // emergency - we ran out of space, allocate more memory
3564 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3565 newvalue = r_framedatasize.value * 2.0f;
3566 // 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
3567 if (sizeof(size_t) >= 8)
3568 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3570 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3571 // this might not be a growing it, but we'll allocate another buffer every time
3572 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3573 R_FrameData_Resize(true);
3576 data = r_framedata_mem->data + r_framedata_mem->current;
3577 r_framedata_mem->current += size;
3579 // count the usage for stats
3580 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3581 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3583 return (void *)data;
3586 void *R_FrameData_Store(size_t size, void *data)
3588 void *d = R_FrameData_Alloc(size);
3590 memcpy(d, data, size);
3594 void R_FrameData_SetMark(void)
3596 if (!r_framedata_mem)
3598 r_framedata_mem->mark = r_framedata_mem->current;
3601 void R_FrameData_ReturnToMark(void)
3603 if (!r_framedata_mem)
3605 r_framedata_mem->current = r_framedata_mem->mark;
3608 //==================================================================================
3610 // avoid reusing the same buffer objects on consecutive frames
3611 #define R_BUFFERDATA_CYCLE 3
3613 typedef struct r_bufferdata_buffer_s
3615 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3616 size_t size; // how much usable space
3617 size_t current; // how much space in use
3618 r_meshbuffer_t *buffer; // the buffer itself
3620 r_bufferdata_buffer_t;
3622 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3623 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3625 /// frees all dynamic buffers
3626 void R_BufferData_Reset(void)
3629 r_bufferdata_buffer_t **p, *mem;
3630 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3632 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3635 p = &r_bufferdata_buffer[cycle][type];
3641 R_Mesh_DestroyMeshBuffer(mem->buffer);
3648 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3649 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3651 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3653 float newvalue = r_buffermegs[type].value;
3655 // increase the cvar if we have to (but only if we already have a mem)
3656 if (mustgrow && mem)
3658 newvalue = bound(0.25f, newvalue, 256.0f);
3659 while (newvalue * 1024*1024 < minsize)
3662 // clamp the cvar to valid range
3663 newvalue = bound(0.25f, newvalue, 256.0f);
3664 if (r_buffermegs[type].value != newvalue)
3665 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3667 // calculate size in bytes
3668 size = (size_t)(newvalue * 1024*1024);
3669 size = bound(131072, size, 256*1024*1024);
3671 // allocate a new buffer if the size is different (purge old one later)
3672 // or if we were told we must grow the buffer
3673 if (!mem || mem->size != size || mustgrow)
3675 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3678 if (type == R_BUFFERDATA_VERTEX)
3679 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3680 else if (type == R_BUFFERDATA_INDEX16)
3681 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3682 else if (type == R_BUFFERDATA_INDEX32)
3683 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3684 else if (type == R_BUFFERDATA_UNIFORM)
3685 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3686 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3687 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3691 void R_BufferData_NewFrame(void)
3694 r_bufferdata_buffer_t **p, *mem;
3695 // cycle to the next frame's buffers
3696 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3697 // if we ran out of space on the last time we used these buffers, free the old memory now
3698 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3700 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3702 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3703 // free all but the head buffer, this is how we recycle obsolete
3704 // buffers after they are no longer in use
3705 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3711 R_Mesh_DestroyMeshBuffer(mem->buffer);
3714 // reset the current offset
3715 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3720 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3722 r_bufferdata_buffer_t *mem;
3726 *returnbufferoffset = 0;
3728 // align size to a byte boundary appropriate for the buffer type, this
3729 // makes all allocations have aligned start offsets
3730 if (type == R_BUFFERDATA_UNIFORM)
3731 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3733 padsize = (datasize + 15) & ~15;
3735 // if we ran out of space in this buffer we must allocate a new one
3736 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)
3737 R_BufferData_Resize(type, true, padsize);
3739 // if the resize did not give us enough memory, fail
3740 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)
3741 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3743 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3744 offset = (int)mem->current;
3745 mem->current += padsize;
3747 // upload the data to the buffer at the chosen offset
3749 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3750 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3752 // count the usage for stats
3753 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3754 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3756 // return the buffer offset
3757 *returnbufferoffset = offset;
3762 //==================================================================================
3764 // LordHavoc: animcache originally written by Echon, rewritten since then
3767 * Animation cache prevents re-generating mesh data for an animated model
3768 * multiple times in one frame for lighting, shadowing, reflections, etc.
3771 void R_AnimCache_Free(void)
3775 void R_AnimCache_ClearCache(void)
3778 entity_render_t *ent;
3780 for (i = 0;i < r_refdef.scene.numentities;i++)
3782 ent = r_refdef.scene.entities[i];
3783 ent->animcache_vertex3f = NULL;
3784 ent->animcache_vertex3f_vertexbuffer = NULL;
3785 ent->animcache_vertex3f_bufferoffset = 0;
3786 ent->animcache_normal3f = NULL;
3787 ent->animcache_normal3f_vertexbuffer = NULL;
3788 ent->animcache_normal3f_bufferoffset = 0;
3789 ent->animcache_svector3f = NULL;
3790 ent->animcache_svector3f_vertexbuffer = NULL;
3791 ent->animcache_svector3f_bufferoffset = 0;
3792 ent->animcache_tvector3f = NULL;
3793 ent->animcache_tvector3f_vertexbuffer = NULL;
3794 ent->animcache_tvector3f_bufferoffset = 0;
3795 ent->animcache_skeletaltransform3x4 = NULL;
3796 ent->animcache_skeletaltransform3x4buffer = NULL;
3797 ent->animcache_skeletaltransform3x4offset = 0;
3798 ent->animcache_skeletaltransform3x4size = 0;
3802 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3804 dp_model_t *model = ent->model;
3807 // see if this ent is worth caching
3808 if (!model || !model->Draw || !model->AnimateVertices)
3810 // nothing to cache if it contains no animations and has no skeleton
3811 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3813 // see if it is already cached for gpuskeletal
3814 if (ent->animcache_skeletaltransform3x4)
3816 // see if it is already cached as a mesh
3817 if (ent->animcache_vertex3f)
3819 // check if we need to add normals or tangents
3820 if (ent->animcache_normal3f)
3821 wantnormals = false;
3822 if (ent->animcache_svector3f)
3823 wanttangents = false;
3824 if (!wantnormals && !wanttangents)
3828 // check which kind of cache we need to generate
3829 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3831 // cache the skeleton so the vertex shader can use it
3832 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3833 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3834 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3835 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3836 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3837 // note: this can fail if the buffer is at the grow limit
3838 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3839 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3841 else if (ent->animcache_vertex3f)
3843 // mesh was already cached but we may need to add normals/tangents
3844 // (this only happens with multiple views, reflections, cameras, etc)
3845 if (wantnormals || wanttangents)
3847 numvertices = model->surfmesh.num_vertices;
3849 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3852 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3853 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3855 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3856 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3857 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3858 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3863 // generate mesh cache
3864 numvertices = model->surfmesh.num_vertices;
3865 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3867 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3870 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3871 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3873 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3874 if (wantnormals || wanttangents)
3876 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3877 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3878 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3880 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3881 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3882 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3887 void R_AnimCache_CacheVisibleEntities(void)
3891 // TODO: thread this
3892 // NOTE: R_PrepareRTLights() also caches entities
3894 for (i = 0;i < r_refdef.scene.numentities;i++)
3895 if (r_refdef.viewcache.entityvisible[i])
3896 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3899 //==================================================================================
3901 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3904 vec3_t eyemins, eyemaxs;
3905 vec3_t boxmins, boxmaxs;
3906 vec3_t padmins, padmaxs;
3909 dp_model_t *model = r_refdef.scene.worldmodel;
3910 static vec3_t positions[] = {
3911 { 0.5f, 0.5f, 0.5f },
3912 { 0.0f, 0.0f, 0.0f },
3913 { 0.0f, 0.0f, 1.0f },
3914 { 0.0f, 1.0f, 0.0f },
3915 { 0.0f, 1.0f, 1.0f },
3916 { 1.0f, 0.0f, 0.0f },
3917 { 1.0f, 0.0f, 1.0f },
3918 { 1.0f, 1.0f, 0.0f },
3919 { 1.0f, 1.0f, 1.0f },
3922 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3926 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3927 if (!r_refdef.view.usevieworiginculling)
3930 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3933 // expand the eye box a little
3934 eyemins[0] = eye[0] - eyejitter;
3935 eyemaxs[0] = eye[0] + eyejitter;
3936 eyemins[1] = eye[1] - eyejitter;
3937 eyemaxs[1] = eye[1] + eyejitter;
3938 eyemins[2] = eye[2] - eyejitter;
3939 eyemaxs[2] = eye[2] + eyejitter;
3940 // expand the box a little
3941 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3942 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3943 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3944 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3945 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3946 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3947 // make an even larger box for the acceptable area
3948 padmins[0] = boxmins[0] - pad;
3949 padmaxs[0] = boxmaxs[0] + pad;
3950 padmins[1] = boxmins[1] - pad;
3951 padmaxs[1] = boxmaxs[1] + pad;
3952 padmins[2] = boxmins[2] - pad;
3953 padmaxs[2] = boxmaxs[2] + pad;
3955 // return true if eye overlaps enlarged box
3956 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3959 // try specific positions in the box first - note that these can be cached
3960 if (r_cullentities_trace_entityocclusion.integer)
3962 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3964 VectorCopy(eye, start);
3965 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3966 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3967 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3968 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
3969 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3970 // not picky - if the trace ended anywhere in the box we're good
3971 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3975 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3978 // try various random positions
3979 for (i = 0; i < numsamples; i++)
3981 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3982 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3983 if (r_cullentities_trace_entityocclusion.integer)
3985 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3986 // not picky - if the trace ended anywhere in the box we're good
3987 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3990 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3998 static void R_View_UpdateEntityVisible (void)
4003 entity_render_t *ent;
4005 if (r_refdef.envmap || r_fb.water.hideplayer)
4006 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4007 else if (chase_active.integer || r_fb.water.renderingscene)
4008 renderimask = RENDER_VIEWMODEL;
4010 renderimask = RENDER_EXTERIORMODEL;
4011 if (!r_drawviewmodel.integer)
4012 renderimask |= RENDER_VIEWMODEL;
4013 if (!r_drawexteriormodel.integer)
4014 renderimask |= RENDER_EXTERIORMODEL;
4015 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4016 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4018 // worldmodel can check visibility
4019 for (i = 0;i < r_refdef.scene.numentities;i++)
4021 ent = r_refdef.scene.entities[i];
4022 if (!(ent->flags & renderimask))
4023 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4024 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))
4025 r_refdef.viewcache.entityvisible[i] = true;
4030 // no worldmodel or it can't check visibility
4031 for (i = 0;i < r_refdef.scene.numentities;i++)
4033 ent = r_refdef.scene.entities[i];
4034 if (!(ent->flags & renderimask))
4035 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4036 r_refdef.viewcache.entityvisible[i] = true;
4039 if (r_cullentities_trace.integer)
4041 for (i = 0;i < r_refdef.scene.numentities;i++)
4043 if (!r_refdef.viewcache.entityvisible[i])
4045 ent = r_refdef.scene.entities[i];
4046 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4048 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4049 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))
4050 ent->last_trace_visibility = realtime;
4051 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4052 r_refdef.viewcache.entityvisible[i] = 0;
4058 /// only used if skyrendermasked, and normally returns false
4059 static int R_DrawBrushModelsSky (void)
4062 entity_render_t *ent;
4065 for (i = 0;i < r_refdef.scene.numentities;i++)
4067 if (!r_refdef.viewcache.entityvisible[i])
4069 ent = r_refdef.scene.entities[i];
4070 if (!ent->model || !ent->model->DrawSky)
4072 ent->model->DrawSky(ent);
4078 static void R_DrawNoModel(entity_render_t *ent);
4079 static void R_DrawModels(void)
4082 entity_render_t *ent;
4084 for (i = 0;i < r_refdef.scene.numentities;i++)
4086 if (!r_refdef.viewcache.entityvisible[i])
4088 ent = r_refdef.scene.entities[i];
4089 r_refdef.stats[r_stat_entities]++;
4091 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4094 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4095 Con_Printf("R_DrawModels\n");
4096 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4097 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4098 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4101 if (ent->model && ent->model->Draw != NULL)
4102 ent->model->Draw(ent);
4108 static void R_DrawModelsDepth(void)
4111 entity_render_t *ent;
4113 for (i = 0;i < r_refdef.scene.numentities;i++)
4115 if (!r_refdef.viewcache.entityvisible[i])
4117 ent = r_refdef.scene.entities[i];
4118 if (ent->model && ent->model->DrawDepth != NULL)
4119 ent->model->DrawDepth(ent);
4123 static void R_DrawModelsDebug(void)
4126 entity_render_t *ent;
4128 for (i = 0;i < r_refdef.scene.numentities;i++)
4130 if (!r_refdef.viewcache.entityvisible[i])
4132 ent = r_refdef.scene.entities[i];
4133 if (ent->model && ent->model->DrawDebug != NULL)
4134 ent->model->DrawDebug(ent);
4138 static void R_DrawModelsAddWaterPlanes(void)
4141 entity_render_t *ent;
4143 for (i = 0;i < r_refdef.scene.numentities;i++)
4145 if (!r_refdef.viewcache.entityvisible[i])
4147 ent = r_refdef.scene.entities[i];
4148 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4149 ent->model->DrawAddWaterPlanes(ent);
4153 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}};
4155 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4157 if (r_hdr_irisadaptation.integer)
4162 vec3_t diffusenormal;
4164 vec_t brightness = 0.0f;
4169 VectorCopy(r_refdef.view.forward, forward);
4170 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4172 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4173 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4174 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4175 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4176 d = DotProduct(forward, diffusenormal);
4177 brightness += VectorLength(ambient);
4179 brightness += d * VectorLength(diffuse);
4181 brightness *= 1.0f / c;
4182 brightness += 0.00001f; // make sure it's never zero
4183 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4184 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4185 current = r_hdr_irisadaptation_value.value;
4187 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4188 else if (current > goal)
4189 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4190 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4191 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4193 else if (r_hdr_irisadaptation_value.value != 1.0f)
4194 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4197 static void R_View_SetFrustum(const int *scissor)
4200 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4201 vec3_t forward, left, up, origin, v;
4205 // flipped x coordinates (because x points left here)
4206 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4207 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4208 // non-flipped y coordinates
4209 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4210 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4213 // we can't trust r_refdef.view.forward and friends in reflected scenes
4214 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4217 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4218 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4219 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4220 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4221 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4222 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4223 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4224 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4225 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4226 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4227 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4228 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4232 zNear = r_refdef.nearclip;
4233 nudge = 1.0 - 1.0 / (1<<23);
4234 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4235 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4236 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4237 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4238 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4239 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4240 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4241 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4247 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4248 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4249 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4250 r_refdef.view.frustum[0].dist = m[15] - m[12];
4252 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4253 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4254 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4255 r_refdef.view.frustum[1].dist = m[15] + m[12];
4257 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4258 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4259 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4260 r_refdef.view.frustum[2].dist = m[15] - m[13];
4262 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4263 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4264 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4265 r_refdef.view.frustum[3].dist = m[15] + m[13];
4267 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4268 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4269 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4270 r_refdef.view.frustum[4].dist = m[15] - m[14];
4272 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4273 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4274 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4275 r_refdef.view.frustum[5].dist = m[15] + m[14];
4278 if (r_refdef.view.useperspective)
4280 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4281 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]);
4282 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]);
4283 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]);
4284 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]);
4286 // then the normals from the corners relative to origin
4287 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4288 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4289 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4290 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4292 // in a NORMAL view, forward cross left == up
4293 // in a REFLECTED view, forward cross left == down
4294 // so our cross products above need to be adjusted for a left handed coordinate system
4295 CrossProduct(forward, left, v);
4296 if(DotProduct(v, up) < 0)
4298 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4299 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4300 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4301 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4304 // Leaving those out was a mistake, those were in the old code, and they
4305 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4306 // I couldn't reproduce it after adding those normalizations. --blub
4307 VectorNormalize(r_refdef.view.frustum[0].normal);
4308 VectorNormalize(r_refdef.view.frustum[1].normal);
4309 VectorNormalize(r_refdef.view.frustum[2].normal);
4310 VectorNormalize(r_refdef.view.frustum[3].normal);
4312 // make the corners absolute
4313 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4314 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4315 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4316 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4319 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4321 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4322 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4323 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4324 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4325 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4329 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4330 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4331 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4332 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4333 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4334 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4335 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4336 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4337 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4338 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4340 r_refdef.view.numfrustumplanes = 5;
4342 if (r_refdef.view.useclipplane)
4344 r_refdef.view.numfrustumplanes = 6;
4345 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4348 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4349 PlaneClassify(r_refdef.view.frustum + i);
4351 // LordHavoc: note to all quake engine coders, Quake had a special case
4352 // for 90 degrees which assumed a square view (wrong), so I removed it,
4353 // Quake2 has it disabled as well.
4355 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4356 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4357 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4358 //PlaneClassify(&frustum[0]);
4360 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4361 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4362 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4363 //PlaneClassify(&frustum[1]);
4365 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4366 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4367 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4368 //PlaneClassify(&frustum[2]);
4370 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4371 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4372 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4373 //PlaneClassify(&frustum[3]);
4376 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4377 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4378 //PlaneClassify(&frustum[4]);
4381 static void R_View_UpdateWithScissor(const int *myscissor)
4383 R_Main_ResizeViewCache();
4384 R_View_SetFrustum(myscissor);
4385 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4386 R_View_UpdateEntityVisible();
4389 static void R_View_Update(void)
4391 R_Main_ResizeViewCache();
4392 R_View_SetFrustum(NULL);
4393 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4394 R_View_UpdateEntityVisible();
4397 float viewscalefpsadjusted = 1.0f;
4399 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4401 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4402 scale = bound(0.03125f, scale, 1.0f);
4403 *outwidth = (int)ceil(width * scale);
4404 *outheight = (int)ceil(height * scale);
4407 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4409 const float *customclipplane = NULL;
4411 int /*rtwidth,*/ rtheight;
4412 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4414 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4415 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4416 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4417 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4418 dist = r_refdef.view.clipplane.dist;
4419 plane[0] = r_refdef.view.clipplane.normal[0];
4420 plane[1] = r_refdef.view.clipplane.normal[1];
4421 plane[2] = r_refdef.view.clipplane.normal[2];
4423 customclipplane = plane;
4426 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4427 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4429 if (!r_refdef.view.useperspective)
4430 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);
4431 else if (vid.stencil && r_useinfinitefarclip.integer)
4432 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);
4434 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);
4435 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4436 R_SetViewport(&r_refdef.view.viewport);
4439 void R_EntityMatrix(const matrix4x4_t *matrix)
4441 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4443 gl_modelmatrixchanged = false;
4444 gl_modelmatrix = *matrix;
4445 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4446 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4447 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4448 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4450 switch(vid.renderpath)
4452 case RENDERPATH_GL32:
4453 case RENDERPATH_GLES2:
4454 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4455 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4461 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4463 r_viewport_t viewport;
4467 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4468 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4469 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4470 R_SetViewport(&viewport);
4471 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4472 GL_Color(1, 1, 1, 1);
4473 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4474 GL_BlendFunc(GL_ONE, GL_ZERO);
4475 GL_ScissorTest(false);
4476 GL_DepthMask(false);
4477 GL_DepthRange(0, 1);
4478 GL_DepthTest(false);
4479 GL_DepthFunc(GL_LEQUAL);
4480 R_EntityMatrix(&identitymatrix);
4481 R_Mesh_ResetTextureState();
4482 GL_PolygonOffset(0, 0);
4483 switch(vid.renderpath)
4485 case RENDERPATH_GL32:
4486 case RENDERPATH_GLES2:
4487 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4490 GL_CullFace(GL_NONE);
4495 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4497 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4500 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4502 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4503 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4504 GL_Color(1, 1, 1, 1);
4505 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4506 GL_BlendFunc(GL_ONE, GL_ZERO);
4507 GL_ScissorTest(true);
4509 GL_DepthRange(0, 1);
4511 GL_DepthFunc(GL_LEQUAL);
4512 R_EntityMatrix(&identitymatrix);
4513 R_Mesh_ResetTextureState();
4514 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4515 switch(vid.renderpath)
4517 case RENDERPATH_GL32:
4518 case RENDERPATH_GLES2:
4519 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4522 GL_CullFace(r_refdef.view.cullface_back);
4527 R_RenderView_UpdateViewVectors
4530 void R_RenderView_UpdateViewVectors(void)
4532 // break apart the view matrix into vectors for various purposes
4533 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4534 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4535 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4536 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4537 // make an inverted copy of the view matrix for tracking sprites
4538 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4541 void R_RenderTarget_FreeUnused(qboolean force)
4544 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4545 for (i = 0; i < end; i++)
4547 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4548 // free resources for rendertargets that have not been used for a while
4549 // (note: this check is run after the frame render, so any targets used
4550 // this frame will not be affected even at low framerates)
4551 if (r && (realtime - r->lastusetime > 0.2 || force))
4554 R_Mesh_DestroyFramebufferObject(r->fbo);
4555 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4556 if (r->colortexture[j])
4557 R_FreeTexture(r->colortexture[j]);
4558 if (r->depthtexture)
4559 R_FreeTexture(r->depthtexture);
4560 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4565 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4567 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4571 y2 = (th - y - h) * ih;
4582 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4585 r_rendertarget_t *r = NULL;
4587 // first try to reuse an existing slot if possible
4588 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4589 for (i = 0; i < end; i++)
4591 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4592 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4597 // no unused exact match found, so we have to make one in the first unused slot
4598 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4599 r->texturewidth = texturewidth;
4600 r->textureheight = textureheight;
4601 r->colortextype[0] = colortextype0;
4602 r->colortextype[1] = colortextype1;
4603 r->colortextype[2] = colortextype2;
4604 r->colortextype[3] = colortextype3;
4605 r->depthtextype = depthtextype;
4606 r->depthisrenderbuffer = depthisrenderbuffer;
4607 for (j = 0; j < 4; j++)
4608 if (r->colortextype[j])
4609 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);
4610 if (r->depthtextype)
4612 if (r->depthisrenderbuffer)
4613 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);
4615 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4617 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4619 r_refdef.stats[r_stat_rendertargets_used]++;
4620 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4621 r->lastusetime = realtime;
4622 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4626 static void R_Water_StartFrame(void)
4628 int waterwidth, waterheight;
4630 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4633 // set waterwidth and waterheight to the water resolution that will be
4634 // used (often less than the screen resolution for faster rendering)
4635 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4636 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4637 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4639 if (!r_water.integer || r_showsurfaces.integer)
4640 waterwidth = waterheight = 0;
4642 // set up variables that will be used in shader setup
4643 r_fb.water.waterwidth = waterwidth;
4644 r_fb.water.waterheight = waterheight;
4645 r_fb.water.texturewidth = waterwidth;
4646 r_fb.water.textureheight = waterheight;
4647 r_fb.water.camerawidth = waterwidth;
4648 r_fb.water.cameraheight = waterheight;
4649 r_fb.water.screenscale[0] = 0.5f;
4650 r_fb.water.screenscale[1] = 0.5f;
4651 r_fb.water.screencenter[0] = 0.5f;
4652 r_fb.water.screencenter[1] = 0.5f;
4653 r_fb.water.enabled = waterwidth != 0;
4655 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4656 r_fb.water.numwaterplanes = 0;
4659 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4661 int planeindex, bestplaneindex, vertexindex;
4662 vec3_t mins, maxs, normal, center, v, n;
4663 vec_t planescore, bestplanescore;
4665 r_waterstate_waterplane_t *p;
4666 texture_t *t = R_GetCurrentTexture(surface->texture);
4668 rsurface.texture = t;
4669 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4670 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4671 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4673 // average the vertex normals, find the surface bounds (after deformvertexes)
4674 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4675 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4676 VectorCopy(n, normal);
4677 VectorCopy(v, mins);
4678 VectorCopy(v, maxs);
4679 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4681 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4682 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4683 VectorAdd(normal, n, normal);
4684 mins[0] = min(mins[0], v[0]);
4685 mins[1] = min(mins[1], v[1]);
4686 mins[2] = min(mins[2], v[2]);
4687 maxs[0] = max(maxs[0], v[0]);
4688 maxs[1] = max(maxs[1], v[1]);
4689 maxs[2] = max(maxs[2], v[2]);
4691 VectorNormalize(normal);
4692 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4694 VectorCopy(normal, plane.normal);
4695 VectorNormalize(plane.normal);
4696 plane.dist = DotProduct(center, plane.normal);
4697 PlaneClassify(&plane);
4698 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4700 // skip backfaces (except if nocullface is set)
4701 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4703 VectorNegate(plane.normal, plane.normal);
4705 PlaneClassify(&plane);
4709 // find a matching plane if there is one
4710 bestplaneindex = -1;
4711 bestplanescore = 1048576.0f;
4712 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4714 if(p->camera_entity == t->camera_entity)
4716 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4717 if (bestplaneindex < 0 || bestplanescore > planescore)
4719 bestplaneindex = planeindex;
4720 bestplanescore = planescore;
4724 planeindex = bestplaneindex;
4726 // if this surface does not fit any known plane rendered this frame, add one
4727 if (planeindex < 0 || bestplanescore > 0.001f)
4729 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4731 // store the new plane
4732 planeindex = r_fb.water.numwaterplanes++;
4733 p = r_fb.water.waterplanes + planeindex;
4735 // clear materialflags and pvs
4736 p->materialflags = 0;
4737 p->pvsvalid = false;
4738 p->camera_entity = t->camera_entity;
4739 VectorCopy(mins, p->mins);
4740 VectorCopy(maxs, p->maxs);
4744 // We're totally screwed.
4750 // merge mins/maxs when we're adding this surface to the plane
4751 p = r_fb.water.waterplanes + planeindex;
4752 p->mins[0] = min(p->mins[0], mins[0]);
4753 p->mins[1] = min(p->mins[1], mins[1]);
4754 p->mins[2] = min(p->mins[2], mins[2]);
4755 p->maxs[0] = max(p->maxs[0], maxs[0]);
4756 p->maxs[1] = max(p->maxs[1], maxs[1]);
4757 p->maxs[2] = max(p->maxs[2], maxs[2]);
4759 // merge this surface's materialflags into the waterplane
4760 p->materialflags |= t->currentmaterialflags;
4761 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4763 // merge this surface's PVS into the waterplane
4764 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4765 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4767 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4773 extern cvar_t r_drawparticles;
4774 extern cvar_t r_drawdecals;
4776 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4779 r_refdef_view_t originalview;
4780 r_refdef_view_t myview;
4781 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;
4782 r_waterstate_waterplane_t *p;
4784 r_rendertarget_t *rt;
4786 originalview = r_refdef.view;
4788 // lowquality hack, temporarily shut down some cvars and restore afterwards
4789 qualityreduction = r_water_lowquality.integer;
4790 if (qualityreduction > 0)
4792 if (qualityreduction >= 1)
4794 old_r_shadows = r_shadows.integer;
4795 old_r_worldrtlight = r_shadow_realtime_world.integer;
4796 old_r_dlight = r_shadow_realtime_dlight.integer;
4797 Cvar_SetValueQuick(&r_shadows, 0);
4798 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4799 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4801 if (qualityreduction >= 2)
4803 old_r_dynamic = r_dynamic.integer;
4804 old_r_particles = r_drawparticles.integer;
4805 old_r_decals = r_drawdecals.integer;
4806 Cvar_SetValueQuick(&r_dynamic, 0);
4807 Cvar_SetValueQuick(&r_drawparticles, 0);
4808 Cvar_SetValueQuick(&r_drawdecals, 0);
4812 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4814 p->rt_reflection = NULL;
4815 p->rt_refraction = NULL;
4816 p->rt_camera = NULL;
4820 r_refdef.view = originalview;
4821 r_refdef.view.showdebug = false;
4822 r_refdef.view.width = r_fb.water.waterwidth;
4823 r_refdef.view.height = r_fb.water.waterheight;
4824 r_refdef.view.useclipplane = true;
4825 myview = r_refdef.view;
4826 r_fb.water.renderingscene = true;
4827 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4829 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4832 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4834 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);
4835 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4837 r_refdef.view = myview;
4838 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4839 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4840 if(r_water_scissormode.integer)
4842 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4843 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4845 p->rt_reflection = NULL;
4846 p->rt_refraction = NULL;
4847 p->rt_camera = NULL;
4852 r_refdef.view.clipplane = p->plane;
4853 // reflected view origin may be in solid, so don't cull with it
4854 r_refdef.view.usevieworiginculling = false;
4855 // reverse the cullface settings for this render
4856 r_refdef.view.cullface_front = GL_FRONT;
4857 r_refdef.view.cullface_back = GL_BACK;
4858 // combined pvs (based on what can be seen from each surface center)
4859 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4861 r_refdef.view.usecustompvs = true;
4863 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4865 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4868 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4869 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4870 GL_ScissorTest(false);
4871 R_ClearScreen(r_refdef.fogenabled);
4872 GL_ScissorTest(true);
4873 if(r_water_scissormode.integer & 2)
4874 R_View_UpdateWithScissor(myscissor);
4877 R_AnimCache_CacheVisibleEntities();
4878 if(r_water_scissormode.integer & 1)
4879 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4880 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4882 r_fb.water.hideplayer = false;
4883 p->rt_reflection = rt;
4886 // render the normal view scene and copy into texture
4887 // (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)
4888 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4890 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);
4891 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4893 r_refdef.view = myview;
4894 if(r_water_scissormode.integer)
4896 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4897 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4899 p->rt_reflection = NULL;
4900 p->rt_refraction = NULL;
4901 p->rt_camera = NULL;
4906 // combined pvs (based on what can be seen from each surface center)
4907 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4909 r_refdef.view.usecustompvs = true;
4911 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4913 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4916 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4918 r_refdef.view.clipplane = p->plane;
4919 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4920 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4922 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4924 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4925 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4926 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4927 R_RenderView_UpdateViewVectors();
4928 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4930 r_refdef.view.usecustompvs = true;
4931 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);
4935 PlaneClassify(&r_refdef.view.clipplane);
4937 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4938 GL_ScissorTest(false);
4939 R_ClearScreen(r_refdef.fogenabled);
4940 GL_ScissorTest(true);
4941 if(r_water_scissormode.integer & 2)
4942 R_View_UpdateWithScissor(myscissor);
4945 R_AnimCache_CacheVisibleEntities();
4946 if(r_water_scissormode.integer & 1)
4947 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4948 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4950 r_fb.water.hideplayer = false;
4951 p->rt_refraction = rt;
4953 else if (p->materialflags & MATERIALFLAG_CAMERA)
4955 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);
4956 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4958 r_refdef.view = myview;
4960 r_refdef.view.clipplane = p->plane;
4961 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4962 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4964 r_refdef.view.width = r_fb.water.camerawidth;
4965 r_refdef.view.height = r_fb.water.cameraheight;
4966 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4967 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4968 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4969 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4971 if(p->camera_entity)
4973 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4974 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4977 // note: all of the view is used for displaying... so
4978 // there is no use in scissoring
4980 // reverse the cullface settings for this render
4981 r_refdef.view.cullface_front = GL_FRONT;
4982 r_refdef.view.cullface_back = GL_BACK;
4983 // also reverse the view matrix
4984 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
4985 R_RenderView_UpdateViewVectors();
4986 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4988 r_refdef.view.usecustompvs = true;
4989 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);
4992 // camera needs no clipplane
4993 r_refdef.view.useclipplane = false;
4994 // TODO: is the camera origin always valid? if so we don't need to clear this
4995 r_refdef.view.usevieworiginculling = false;
4997 PlaneClassify(&r_refdef.view.clipplane);
4999 r_fb.water.hideplayer = false;
5001 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5002 GL_ScissorTest(false);
5003 R_ClearScreen(r_refdef.fogenabled);
5004 GL_ScissorTest(true);
5006 R_AnimCache_CacheVisibleEntities();
5007 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5009 r_fb.water.hideplayer = false;
5014 r_fb.water.renderingscene = false;
5015 r_refdef.view = originalview;
5016 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5018 R_AnimCache_CacheVisibleEntities();
5021 r_refdef.view = originalview;
5022 r_fb.water.renderingscene = false;
5023 Cvar_SetValueQuick(&r_water, 0);
5024 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5026 // lowquality hack, restore cvars
5027 if (qualityreduction > 0)
5029 if (qualityreduction >= 1)
5031 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5032 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5033 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5035 if (qualityreduction >= 2)
5037 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5038 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5039 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5044 static void R_Bloom_StartFrame(void)
5046 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5047 int viewwidth, viewheight;
5048 textype_t textype = TEXTYPE_COLORBUFFER;
5050 // clear the pointers to rendertargets from last frame as they're stale
5051 r_fb.rt_screen = NULL;
5052 r_fb.rt_bloom = NULL;
5054 switch (vid.renderpath)
5056 case RENDERPATH_GL32:
5057 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5058 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5059 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5061 case RENDERPATH_GLES2:
5062 r_fb.usedepthtextures = false;
5066 if (r_viewscale_fpsscaling.integer)
5068 double actualframetime;
5069 double targetframetime;
5071 actualframetime = r_refdef.lastdrawscreentime;
5072 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5073 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5074 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5075 if (r_viewscale_fpsscaling_stepsize.value > 0)
5076 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5077 viewscalefpsadjusted += adjust;
5078 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5081 viewscalefpsadjusted = 1.0f;
5083 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5085 // set bloomwidth and bloomheight to the bloom resolution that will be
5086 // used (often less than the screen resolution for faster rendering)
5087 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5088 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5089 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5090 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5091 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5093 // calculate desired texture sizes
5094 screentexturewidth = viewwidth;
5095 screentextureheight = viewheight;
5096 bloomtexturewidth = r_fb.bloomwidth;
5097 bloomtextureheight = r_fb.bloomheight;
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);
5106 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5107 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5109 if (r_fb.ghosttexture)
5110 R_FreeTexture(r_fb.ghosttexture);
5111 r_fb.ghosttexture = NULL;
5113 r_fb.screentexturewidth = screentexturewidth;
5114 r_fb.screentextureheight = screentextureheight;
5115 r_fb.textype = textype;
5117 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5119 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5120 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);
5121 r_fb.ghosttexture_valid = false;
5125 if (r_bloom.integer)
5127 // bloom texture is a different resolution
5128 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5129 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5130 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5133 r_fb.bloomwidth = r_fb.bloomheight = 0;
5135 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5137 r_refdef.view.clear = true;
5140 static void R_Bloom_MakeTexture(void)
5143 float xoffset, yoffset, r, brighten;
5144 float colorscale = r_bloom_colorscale.value;
5145 r_viewport_t bloomviewport;
5146 r_rendertarget_t *prev, *cur;
5147 textype_t textype = r_fb.rt_screen->colortextype[0];
5149 r_refdef.stats[r_stat_bloom]++;
5151 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5153 // scale down screen texture to the bloom texture size
5155 prev = r_fb.rt_screen;
5156 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5157 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5158 R_SetViewport(&bloomviewport);
5159 GL_CullFace(GL_NONE);
5160 GL_DepthTest(false);
5161 GL_BlendFunc(GL_ONE, GL_ZERO);
5162 GL_Color(colorscale, colorscale, colorscale, 1);
5163 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5164 // TODO: do boxfilter scale-down in shader?
5165 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5166 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5167 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5168 // we now have a properly scaled bloom image
5170 // multiply bloom image by itself as many times as desired to darken it
5171 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5172 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5175 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5176 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5178 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5180 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5181 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5182 GL_Color(1,1,1,1); // no fix factor supported here
5183 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5184 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5185 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5186 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5190 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5191 brighten = r_bloom_brighten.value;
5192 brighten = sqrt(brighten);
5194 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5196 for (dir = 0;dir < 2;dir++)
5199 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5200 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5201 // blend on at multiple vertical offsets to achieve a vertical blur
5202 // TODO: do offset blends using GLSL
5203 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5205 GL_BlendFunc(GL_ONE, GL_ZERO);
5207 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5209 for (x = -range;x <= range;x++)
5211 if (!dir){xoffset = 0;yoffset = x;}
5212 else {xoffset = x;yoffset = 0;}
5213 xoffset /= (float)prev->texturewidth;
5214 yoffset /= (float)prev->textureheight;
5215 // compute a texcoord array with the specified x and y offset
5216 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5217 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5218 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5219 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5220 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5221 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5222 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5223 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5224 // this r value looks like a 'dot' particle, fading sharply to
5225 // black at the edges
5226 // (probably not realistic but looks good enough)
5227 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5228 //r = brighten/(range*2+1);
5229 r = brighten / (range * 2 + 1);
5231 r *= (1 - x*x/(float)((range+1)*(range+1)));
5235 GL_Color(r, r, r, 1);
5237 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5239 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5240 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5242 GL_BlendFunc(GL_ONE, GL_ONE);
5247 // now we have the bloom image, so keep track of it
5248 r_fb.rt_bloom = cur;
5251 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5253 dpuint64 permutation;
5254 float uservecs[4][4];
5255 rtexture_t *viewtexture;
5256 rtexture_t *bloomtexture;
5258 R_EntityMatrix(&identitymatrix);
5260 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5262 // declare variables
5263 float blur_factor, blur_mouseaccel, blur_velocity;
5264 static float blur_average;
5265 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5267 // set a goal for the factoring
5268 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5269 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5270 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5271 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5272 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5273 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5275 // from the goal, pick an averaged value between goal and last value
5276 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5277 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5279 // enforce minimum amount of blur
5280 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5282 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5284 // calculate values into a standard alpha
5285 cl.motionbluralpha = 1 - exp(-
5287 (r_motionblur.value * blur_factor / 80)
5289 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5292 max(0.0001, cl.time - cl.oldtime) // fps independent
5295 // randomization for the blur value to combat persistent ghosting
5296 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5297 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5300 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5301 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5303 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5304 GL_Color(1, 1, 1, cl.motionbluralpha);
5305 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5306 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5307 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5308 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5309 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5312 // updates old view angles for next pass
5313 VectorCopy(cl.viewangles, blur_oldangles);
5315 // copy view into the ghost texture
5316 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5317 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5318 r_fb.ghosttexture_valid = true;
5321 if (r_fb.bloomwidth)
5323 // make the bloom texture
5324 R_Bloom_MakeTexture();
5327 #if _MSC_VER >= 1400
5328 #define sscanf sscanf_s
5330 memset(uservecs, 0, sizeof(uservecs));
5331 if (r_glsl_postprocess_uservec1_enable.integer)
5332 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5333 if (r_glsl_postprocess_uservec2_enable.integer)
5334 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5335 if (r_glsl_postprocess_uservec3_enable.integer)
5336 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5337 if (r_glsl_postprocess_uservec4_enable.integer)
5338 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5340 // render to the screen fbo
5341 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5342 GL_Color(1, 1, 1, 1);
5343 GL_BlendFunc(GL_ONE, GL_ZERO);
5345 viewtexture = r_fb.rt_screen->colortexture[0];
5346 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5348 if (r_rendertarget_debug.integer >= 0)
5350 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5351 if (rt && rt->colortexture[0])
5353 viewtexture = rt->colortexture[0];
5354 bloomtexture = NULL;
5358 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5359 switch(vid.renderpath)
5361 case RENDERPATH_GL32:
5362 case RENDERPATH_GLES2:
5364 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5365 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5366 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5367 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5368 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5369 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5370 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5371 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5372 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5373 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5374 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5375 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5376 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5377 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5378 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5379 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5380 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5381 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
5384 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5385 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5388 matrix4x4_t r_waterscrollmatrix;
5390 void R_UpdateFog(void)
5393 if (gamemode == GAME_NEHAHRA)
5395 if (gl_fogenable.integer)
5397 r_refdef.oldgl_fogenable = true;
5398 r_refdef.fog_density = gl_fogdensity.value;
5399 r_refdef.fog_red = gl_fogred.value;
5400 r_refdef.fog_green = gl_foggreen.value;
5401 r_refdef.fog_blue = gl_fogblue.value;
5402 r_refdef.fog_alpha = 1;
5403 r_refdef.fog_start = 0;
5404 r_refdef.fog_end = gl_skyclip.value;
5405 r_refdef.fog_height = 1<<30;
5406 r_refdef.fog_fadedepth = 128;
5408 else if (r_refdef.oldgl_fogenable)
5410 r_refdef.oldgl_fogenable = false;
5411 r_refdef.fog_density = 0;
5412 r_refdef.fog_red = 0;
5413 r_refdef.fog_green = 0;
5414 r_refdef.fog_blue = 0;
5415 r_refdef.fog_alpha = 0;
5416 r_refdef.fog_start = 0;
5417 r_refdef.fog_end = 0;
5418 r_refdef.fog_height = 1<<30;
5419 r_refdef.fog_fadedepth = 128;
5424 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5425 r_refdef.fog_start = max(0, r_refdef.fog_start);
5426 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5428 if (r_refdef.fog_density && r_drawfog.integer)
5430 r_refdef.fogenabled = true;
5431 // this is the point where the fog reaches 0.9986 alpha, which we
5432 // consider a good enough cutoff point for the texture
5433 // (0.9986 * 256 == 255.6)
5434 if (r_fog_exp2.integer)
5435 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5437 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5438 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5439 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5440 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5441 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5442 R_BuildFogHeightTexture();
5443 // fog color was already set
5444 // update the fog texture
5445 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)
5446 R_BuildFogTexture();
5447 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5448 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5451 r_refdef.fogenabled = false;
5454 if (r_refdef.fog_density)
5456 r_refdef.fogcolor[0] = r_refdef.fog_red;
5457 r_refdef.fogcolor[1] = r_refdef.fog_green;
5458 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5460 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5461 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5462 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5463 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5467 VectorCopy(r_refdef.fogcolor, fogvec);
5468 // color.rgb *= ContrastBoost * SceneBrightness;
5469 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5470 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5471 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5472 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5477 void R_UpdateVariables(void)
5481 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5483 r_refdef.farclip = r_farclip_base.value;
5484 if (r_refdef.scene.worldmodel)
5485 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5486 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5488 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5489 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5490 r_refdef.polygonfactor = 0;
5491 r_refdef.polygonoffset = 0;
5493 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5494 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5495 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5496 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5497 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5498 if (r_refdef.scene.worldmodel)
5500 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5502 if (r_showsurfaces.integer)
5504 r_refdef.scene.rtworld = false;
5505 r_refdef.scene.rtworldshadows = false;
5506 r_refdef.scene.rtdlight = false;
5507 r_refdef.scene.rtdlightshadows = false;
5508 r_refdef.scene.lightmapintensity = 0;
5511 r_gpuskeletal = false;
5512 switch(vid.renderpath)
5514 case RENDERPATH_GL32:
5515 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5516 case RENDERPATH_GLES2:
5517 if(!vid_gammatables_trivial)
5519 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5521 // build GLSL gamma texture
5522 #define RAMPWIDTH 256
5523 unsigned short ramp[RAMPWIDTH * 3];
5524 unsigned char rampbgr[RAMPWIDTH][4];
5527 r_texture_gammaramps_serial = vid_gammatables_serial;
5529 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5530 for(i = 0; i < RAMPWIDTH; ++i)
5532 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5533 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5534 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5537 if (r_texture_gammaramps)
5539 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5543 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5549 // remove GLSL gamma texture
5555 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5556 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5562 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5563 if( scenetype != r_currentscenetype ) {
5564 // store the old scenetype
5565 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5566 r_currentscenetype = scenetype;
5567 // move in the new scene
5568 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5577 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5579 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5580 if( scenetype == r_currentscenetype ) {
5581 return &r_refdef.scene;
5583 return &r_scenes_store[ scenetype ];
5587 static int R_SortEntities_Compare(const void *ap, const void *bp)
5589 const entity_render_t *a = *(const entity_render_t **)ap;
5590 const entity_render_t *b = *(const entity_render_t **)bp;
5593 if(a->model < b->model)
5595 if(a->model > b->model)
5599 // TODO possibly calculate the REAL skinnum here first using
5601 if(a->skinnum < b->skinnum)
5603 if(a->skinnum > b->skinnum)
5606 // everything we compared is equal
5609 static void R_SortEntities(void)
5611 // below or equal 2 ents, sorting never gains anything
5612 if(r_refdef.scene.numentities <= 2)
5615 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5623 extern cvar_t r_shadow_bouncegrid;
5624 extern cvar_t v_isometric;
5625 extern void V_MakeViewIsometric(void);
5626 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5628 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5630 rtexture_t *viewdepthtexture = NULL;
5631 rtexture_t *viewcolortexture = NULL;
5632 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5634 // finish any 2D rendering that was queued
5637 if (r_timereport_active)
5638 R_TimeReport("start");
5639 r_textureframe++; // used only by R_GetCurrentTexture
5640 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5642 if(R_CompileShader_CheckStaticParms())
5645 if (!r_drawentities.integer)
5646 r_refdef.scene.numentities = 0;
5647 else if (r_sortentities.integer)
5650 R_AnimCache_ClearCache();
5652 /* adjust for stereo display */
5653 if(R_Stereo_Active())
5655 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);
5656 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5659 if (r_refdef.view.isoverlay)
5661 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5662 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5663 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5664 R_TimeReport("depthclear");
5666 r_refdef.view.showdebug = false;
5668 r_fb.water.enabled = false;
5669 r_fb.water.numwaterplanes = 0;
5671 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5673 r_refdef.view.matrix = originalmatrix;
5679 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5681 r_refdef.view.matrix = originalmatrix;
5685 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5686 if (v_isometric.integer && r_refdef.view.ismain)
5687 V_MakeViewIsometric();
5689 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5691 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5692 // in sRGB fallback, behave similar to true sRGB: convert this
5693 // value from linear to sRGB
5694 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5696 R_RenderView_UpdateViewVectors();
5698 R_Shadow_UpdateWorldLightSelection();
5700 // this will set up r_fb.rt_screen
5701 R_Bloom_StartFrame();
5703 // apply bloom brightness offset
5705 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5707 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5710 viewfbo = r_fb.rt_screen->fbo;
5711 viewdepthtexture = r_fb.rt_screen->depthtexture;
5712 viewcolortexture = r_fb.rt_screen->colortexture[0];
5716 viewheight = height;
5719 R_Water_StartFrame();
5722 if (r_timereport_active)
5723 R_TimeReport("viewsetup");
5725 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5727 // clear the whole fbo every frame - otherwise the driver will consider
5728 // it to be an inter-frame texture and stall in multi-gpu configurations
5730 GL_ScissorTest(false);
5731 R_ClearScreen(r_refdef.fogenabled);
5732 if (r_timereport_active)
5733 R_TimeReport("viewclear");
5735 r_refdef.view.clear = true;
5737 r_refdef.view.showdebug = true;
5740 if (r_timereport_active)
5741 R_TimeReport("visibility");
5743 R_AnimCache_CacheVisibleEntities();
5744 if (r_timereport_active)
5745 R_TimeReport("animcache");
5747 R_Shadow_UpdateBounceGridTexture();
5748 if (r_timereport_active && r_shadow_bouncegrid.integer)
5749 R_TimeReport("bouncegrid");
5751 r_fb.water.numwaterplanes = 0;
5752 if (r_fb.water.enabled)
5753 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5755 // for the actual view render we use scissoring a fair amount, so scissor
5756 // test needs to be on
5758 GL_ScissorTest(true);
5759 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5760 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5761 r_fb.water.numwaterplanes = 0;
5763 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5764 GL_ScissorTest(false);
5766 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5767 if (r_timereport_active)
5768 R_TimeReport("blendview");
5770 r_refdef.view.matrix = originalmatrix;
5774 // go back to 2d rendering
5778 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5780 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5782 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5783 if (r_timereport_active)
5784 R_TimeReport("waterworld");
5787 // don't let sound skip if going slow
5788 if (r_refdef.scene.extraupdate)
5791 R_DrawModelsAddWaterPlanes();
5792 if (r_timereport_active)
5793 R_TimeReport("watermodels");
5795 if (r_fb.water.numwaterplanes)
5797 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5798 if (r_timereport_active)
5799 R_TimeReport("waterscenes");
5803 extern cvar_t cl_locs_show;
5804 static void R_DrawLocs(void);
5805 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5806 static void R_DrawModelDecals(void);
5807 extern cvar_t cl_decals_newsystem;
5808 extern qboolean r_shadow_usingdeferredprepass;
5809 extern int r_shadow_shadowmapatlas_modelshadows_size;
5810 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5812 qboolean shadowmapping = false;
5814 if (r_timereport_active)
5815 R_TimeReport("beginscene");
5817 r_refdef.stats[r_stat_renders]++;
5821 // don't let sound skip if going slow
5822 if (r_refdef.scene.extraupdate)
5825 R_MeshQueue_BeginScene();
5829 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);
5831 if (r_timereport_active)
5832 R_TimeReport("skystartframe");
5834 if (cl.csqc_vidvars.drawworld)
5836 // don't let sound skip if going slow
5837 if (r_refdef.scene.extraupdate)
5840 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5842 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5843 if (r_timereport_active)
5844 R_TimeReport("worldsky");
5847 if (R_DrawBrushModelsSky() && r_timereport_active)
5848 R_TimeReport("bmodelsky");
5850 if (skyrendermasked && skyrenderlater)
5852 // we have to force off the water clipping plane while rendering sky
5853 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5855 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5856 if (r_timereport_active)
5857 R_TimeReport("sky");
5861 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5862 r_shadow_viewfbo = viewfbo;
5863 r_shadow_viewdepthtexture = viewdepthtexture;
5864 r_shadow_viewcolortexture = viewcolortexture;
5865 r_shadow_viewx = viewx;
5866 r_shadow_viewy = viewy;
5867 r_shadow_viewwidth = viewwidth;
5868 r_shadow_viewheight = viewheight;
5870 R_Shadow_PrepareModelShadows();
5871 R_Shadow_PrepareLights();
5872 if (r_timereport_active)
5873 R_TimeReport("preparelights");
5875 // render all the shadowmaps that will be used for this view
5876 shadowmapping = R_Shadow_ShadowMappingEnabled();
5877 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5879 R_Shadow_DrawShadowMaps();
5880 if (r_timereport_active)
5881 R_TimeReport("shadowmaps");
5884 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5885 if (r_shadow_usingdeferredprepass)
5886 R_Shadow_DrawPrepass();
5888 // now we begin the forward pass of the view render
5889 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5891 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5892 if (r_timereport_active)
5893 R_TimeReport("worlddepth");
5895 if (r_depthfirst.integer >= 2)
5897 R_DrawModelsDepth();
5898 if (r_timereport_active)
5899 R_TimeReport("modeldepth");
5902 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5904 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5905 if (r_timereport_active)
5906 R_TimeReport("world");
5909 // don't let sound skip if going slow
5910 if (r_refdef.scene.extraupdate)
5914 if (r_timereport_active)
5915 R_TimeReport("models");
5917 // don't let sound skip if going slow
5918 if (r_refdef.scene.extraupdate)
5921 if (!r_shadow_usingdeferredprepass)
5923 R_Shadow_DrawLights();
5924 if (r_timereport_active)
5925 R_TimeReport("rtlights");
5928 // don't let sound skip if going slow
5929 if (r_refdef.scene.extraupdate)
5932 if (cl.csqc_vidvars.drawworld)
5934 if (cl_decals_newsystem.integer)
5936 R_DrawModelDecals();
5937 if (r_timereport_active)
5938 R_TimeReport("modeldecals");
5943 if (r_timereport_active)
5944 R_TimeReport("decals");
5948 if (r_timereport_active)
5949 R_TimeReport("particles");
5952 if (r_timereport_active)
5953 R_TimeReport("explosions");
5956 if (r_refdef.view.showdebug)
5958 if (cl_locs_show.integer)
5961 if (r_timereport_active)
5962 R_TimeReport("showlocs");
5965 if (r_drawportals.integer)
5968 if (r_timereport_active)
5969 R_TimeReport("portals");
5972 if (r_showbboxes_client.value > 0)
5974 R_DrawEntityBBoxes(CLVM_prog);
5975 if (r_timereport_active)
5976 R_TimeReport("clbboxes");
5978 if (r_showbboxes.value > 0)
5980 R_DrawEntityBBoxes(SVVM_prog);
5981 if (r_timereport_active)
5982 R_TimeReport("svbboxes");
5986 if (r_transparent.integer)
5988 R_MeshQueue_RenderTransparent();
5989 if (r_timereport_active)
5990 R_TimeReport("drawtrans");
5993 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))
5995 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5996 if (r_timereport_active)
5997 R_TimeReport("worlddebug");
5998 R_DrawModelsDebug();
5999 if (r_timereport_active)
6000 R_TimeReport("modeldebug");
6003 if (cl.csqc_vidvars.drawworld)
6005 R_Shadow_DrawCoronas();
6006 if (r_timereport_active)
6007 R_TimeReport("coronas");
6010 // don't let sound skip if going slow
6011 if (r_refdef.scene.extraupdate)
6015 static const unsigned short bboxelements[36] =
6025 #define BBOXEDGES 13
6026 static const float bboxedges[BBOXEDGES][6] =
6029 { 0, 0, 0, 1, 1, 1 },
6031 { 0, 0, 0, 0, 1, 0 },
6032 { 0, 0, 0, 1, 0, 0 },
6033 { 0, 1, 0, 1, 1, 0 },
6034 { 1, 0, 0, 1, 1, 0 },
6036 { 0, 0, 1, 0, 1, 1 },
6037 { 0, 0, 1, 1, 0, 1 },
6038 { 0, 1, 1, 1, 1, 1 },
6039 { 1, 0, 1, 1, 1, 1 },
6041 { 0, 0, 0, 0, 0, 1 },
6042 { 1, 0, 0, 1, 0, 1 },
6043 { 0, 1, 0, 0, 1, 1 },
6044 { 1, 1, 0, 1, 1, 1 },
6047 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6049 int numvertices = BBOXEDGES * 8;
6050 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6051 int numtriangles = BBOXEDGES * 12;
6052 unsigned short elements[BBOXEDGES * 36];
6054 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6056 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6058 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6059 GL_DepthMask(false);
6060 GL_DepthRange(0, 1);
6061 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6063 for (edge = 0; edge < BBOXEDGES; edge++)
6065 for (i = 0; i < 3; i++)
6067 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6068 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6070 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6071 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6072 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6073 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6074 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6075 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6076 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6077 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6078 for (i = 0; i < 36; i++)
6079 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6081 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6082 if (r_refdef.fogenabled)
6084 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6086 f1 = RSurf_FogVertex(v);
6088 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6089 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6090 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6093 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6094 R_Mesh_ResetTextureState();
6095 R_SetupShader_Generic_NoTexture(false, false);
6096 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6099 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6101 // hacky overloading of the parameters
6102 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6105 prvm_edict_t *edict;
6107 GL_CullFace(GL_NONE);
6108 R_SetupShader_Generic_NoTexture(false, false);
6110 for (i = 0;i < numsurfaces;i++)
6112 edict = PRVM_EDICT_NUM(surfacelist[i]);
6113 switch ((int)PRVM_serveredictfloat(edict, solid))
6115 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6116 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6117 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6118 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6119 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6120 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6121 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6123 if (prog == CLVM_prog)
6124 color[3] *= r_showbboxes_client.value;
6126 color[3] *= r_showbboxes.value;
6127 color[3] = bound(0, color[3], 1);
6128 GL_DepthTest(!r_showdisabledepthtest.integer);
6129 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6133 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6136 prvm_edict_t *edict;
6142 for (i = 0; i < prog->num_edicts; i++)
6144 edict = PRVM_EDICT_NUM(i);
6145 if (edict->priv.server->free)
6147 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6148 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6150 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6152 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6153 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6157 static const int nomodelelement3i[24] =
6169 static const unsigned short nomodelelement3s[24] =
6181 static const float nomodelvertex3f[6*3] =
6191 static const float nomodelcolor4f[6*4] =
6193 0.0f, 0.0f, 0.5f, 1.0f,
6194 0.0f, 0.0f, 0.5f, 1.0f,
6195 0.0f, 0.5f, 0.0f, 1.0f,
6196 0.0f, 0.5f, 0.0f, 1.0f,
6197 0.5f, 0.0f, 0.0f, 1.0f,
6198 0.5f, 0.0f, 0.0f, 1.0f
6201 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6207 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);
6209 // this is only called once per entity so numsurfaces is always 1, and
6210 // surfacelist is always {0}, so this code does not handle batches
6212 if (rsurface.ent_flags & RENDER_ADDITIVE)
6214 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6215 GL_DepthMask(false);
6217 else if (ent->alpha < 1)
6219 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6220 GL_DepthMask(false);
6224 GL_BlendFunc(GL_ONE, GL_ZERO);
6227 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6228 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6229 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6230 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6231 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6232 for (i = 0, c = color4f;i < 6;i++, c += 4)
6234 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6235 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6236 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6239 if (r_refdef.fogenabled)
6241 for (i = 0, c = color4f;i < 6;i++, c += 4)
6243 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6245 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6246 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6247 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6250 // R_Mesh_ResetTextureState();
6251 R_SetupShader_Generic_NoTexture(false, false);
6252 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6253 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6256 void R_DrawNoModel(entity_render_t *ent)
6259 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6260 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6261 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6263 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6266 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6268 vec3_t right1, right2, diff, normal;
6270 VectorSubtract (org2, org1, normal);
6272 // calculate 'right' vector for start
6273 VectorSubtract (r_refdef.view.origin, org1, diff);
6274 CrossProduct (normal, diff, right1);
6275 VectorNormalize (right1);
6277 // calculate 'right' vector for end
6278 VectorSubtract (r_refdef.view.origin, org2, diff);
6279 CrossProduct (normal, diff, right2);
6280 VectorNormalize (right2);
6282 vert[ 0] = org1[0] + width * right1[0];
6283 vert[ 1] = org1[1] + width * right1[1];
6284 vert[ 2] = org1[2] + width * right1[2];
6285 vert[ 3] = org1[0] - width * right1[0];
6286 vert[ 4] = org1[1] - width * right1[1];
6287 vert[ 5] = org1[2] - width * right1[2];
6288 vert[ 6] = org2[0] - width * right2[0];
6289 vert[ 7] = org2[1] - width * right2[1];
6290 vert[ 8] = org2[2] - width * right2[2];
6291 vert[ 9] = org2[0] + width * right2[0];
6292 vert[10] = org2[1] + width * right2[1];
6293 vert[11] = org2[2] + width * right2[2];
6296 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)
6298 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6299 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6300 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6301 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6302 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6303 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6304 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6305 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6306 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6307 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6308 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6309 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6312 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6317 VectorSet(v, x, y, z);
6318 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6319 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6321 if (i == mesh->numvertices)
6323 if (mesh->numvertices < mesh->maxvertices)
6325 VectorCopy(v, vertex3f);
6326 mesh->numvertices++;
6328 return mesh->numvertices;
6334 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6338 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6339 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6340 e = mesh->element3i + mesh->numtriangles * 3;
6341 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6343 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6344 if (mesh->numtriangles < mesh->maxtriangles)
6349 mesh->numtriangles++;
6351 element[1] = element[2];
6355 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6359 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6360 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6361 e = mesh->element3i + mesh->numtriangles * 3;
6362 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6364 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6365 if (mesh->numtriangles < mesh->maxtriangles)
6370 mesh->numtriangles++;
6372 element[1] = element[2];
6376 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6377 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6379 int planenum, planenum2;
6382 mplane_t *plane, *plane2;
6384 double temppoints[2][256*3];
6385 // figure out how large a bounding box we need to properly compute this brush
6387 for (w = 0;w < numplanes;w++)
6388 maxdist = max(maxdist, fabs(planes[w].dist));
6389 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6390 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6391 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6395 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6396 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6398 if (planenum2 == planenum)
6400 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);
6403 if (tempnumpoints < 3)
6405 // generate elements forming a triangle fan for this polygon
6406 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6410 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
6412 texturelayer_t *layer;
6413 layer = t->currentlayers + t->currentnumlayers++;
6415 layer->depthmask = depthmask;
6416 layer->blendfunc1 = blendfunc1;
6417 layer->blendfunc2 = blendfunc2;
6418 layer->texture = texture;
6419 layer->texmatrix = *matrix;
6420 layer->color[0] = r;
6421 layer->color[1] = g;
6422 layer->color[2] = b;
6423 layer->color[3] = a;
6426 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6428 if(parms[0] == 0 && parms[1] == 0)
6430 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6431 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6436 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6439 index = parms[2] + rsurface.shadertime * parms[3];
6440 index -= floor(index);
6441 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6444 case Q3WAVEFUNC_NONE:
6445 case Q3WAVEFUNC_NOISE:
6446 case Q3WAVEFUNC_COUNT:
6449 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6450 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6451 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6452 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6453 case Q3WAVEFUNC_TRIANGLE:
6455 f = index - floor(index);
6468 f = parms[0] + parms[1] * f;
6469 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6470 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6474 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6481 matrix4x4_t matrix, temp;
6482 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6483 // it's better to have one huge fixup every 9 hours than gradual
6484 // degradation over time which looks consistently bad after many hours.
6486 // tcmod scroll in particular suffers from this degradation which can't be
6487 // effectively worked around even with floor() tricks because we don't
6488 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6489 // a workaround involving floor() would be incorrect anyway...
6490 shadertime = rsurface.shadertime;
6491 if (shadertime >= 32768.0f)
6492 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6493 switch(tcmod->tcmod)
6497 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6498 matrix = r_waterscrollmatrix;
6500 matrix = identitymatrix;
6502 case Q3TCMOD_ENTITYTRANSLATE:
6503 // this is used in Q3 to allow the gamecode to control texcoord
6504 // scrolling on the entity, which is not supported in darkplaces yet.
6505 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6507 case Q3TCMOD_ROTATE:
6508 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6509 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6510 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6513 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6515 case Q3TCMOD_SCROLL:
6516 // this particular tcmod is a "bug for bug" compatible one with regards to
6517 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6518 // specifically did the wrapping and so we must mimic that...
6519 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6520 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6521 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6523 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6524 w = (int) tcmod->parms[0];
6525 h = (int) tcmod->parms[1];
6526 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6528 idx = (int) floor(f * w * h);
6529 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6531 case Q3TCMOD_STRETCH:
6532 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6533 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6535 case Q3TCMOD_TRANSFORM:
6536 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6537 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6538 VectorSet(tcmat + 6, 0 , 0 , 1);
6539 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6540 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6542 case Q3TCMOD_TURBULENT:
6543 // this is handled in the RSurf_PrepareVertices function
6544 matrix = identitymatrix;
6548 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6551 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6553 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6554 char name[MAX_QPATH];
6555 skinframe_t *skinframe;
6556 unsigned char pixels[296*194];
6557 strlcpy(cache->name, skinname, sizeof(cache->name));
6558 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6559 if (developer_loading.integer)
6560 Con_Printf("loading %s\n", name);
6561 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6562 if (!skinframe || !skinframe->base)
6565 fs_offset_t filesize;
6567 f = FS_LoadFile(name, tempmempool, true, &filesize);
6570 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6571 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6575 cache->skinframe = skinframe;
6578 texture_t *R_GetCurrentTexture(texture_t *t)
6581 const entity_render_t *ent = rsurface.entity;
6582 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6583 q3shaderinfo_layer_tcmod_t *tcmod;
6584 float specularscale = 0.0f;
6586 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6587 return t->currentframe;
6588 t->update_lastrenderframe = r_textureframe;
6589 t->update_lastrenderentity = (void *)ent;
6591 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6592 t->camera_entity = ent->entitynumber;
6594 t->camera_entity = 0;
6596 // switch to an alternate material if this is a q1bsp animated material
6598 texture_t *texture = t;
6599 int s = rsurface.ent_skinnum;
6600 if ((unsigned int)s >= (unsigned int)model->numskins)
6602 if (model->skinscenes)
6604 if (model->skinscenes[s].framecount > 1)
6605 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6607 s = model->skinscenes[s].firstframe;
6610 t = t + s * model->num_surfaces;
6613 // use an alternate animation if the entity's frame is not 0,
6614 // and only if the texture has an alternate animation
6615 if (t->animated == 2) // q2bsp
6616 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6617 else if (rsurface.ent_alttextures && t->anim_total[1])
6618 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6620 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6622 texture->currentframe = t;
6625 // update currentskinframe to be a qw skin or animation frame
6626 if (rsurface.ent_qwskin >= 0)
6628 i = rsurface.ent_qwskin;
6629 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6631 r_qwskincache_size = cl.maxclients;
6633 Mem_Free(r_qwskincache);
6634 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6636 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6637 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6638 t->currentskinframe = r_qwskincache[i].skinframe;
6639 if (t->materialshaderpass && t->currentskinframe == NULL)
6640 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6642 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6643 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6644 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6645 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6647 t->currentmaterialflags = t->basematerialflags;
6648 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6649 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6650 t->currentalpha *= r_wateralpha.value;
6651 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6652 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6653 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6654 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6656 // decide on which type of lighting to use for this surface
6657 if (rsurface.entity->render_modellight_forced)
6658 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6659 if (rsurface.entity->render_rtlight_disabled)
6660 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6661 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6663 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6664 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6665 for (q = 0; q < 3; q++)
6667 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6668 t->render_modellight_lightdir[q] = q == 2;
6669 t->render_modellight_ambient[q] = 1;
6670 t->render_modellight_diffuse[q] = 0;
6671 t->render_modellight_specular[q] = 0;
6672 t->render_lightmap_ambient[q] = 0;
6673 t->render_lightmap_diffuse[q] = 0;
6674 t->render_lightmap_specular[q] = 0;
6675 t->render_rtlight_diffuse[q] = 0;
6676 t->render_rtlight_specular[q] = 0;
6679 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6681 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6682 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6683 for (q = 0; q < 3; q++)
6685 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6686 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6687 t->render_modellight_lightdir[q] = q == 2;
6688 t->render_modellight_diffuse[q] = 0;
6689 t->render_modellight_specular[q] = 0;
6690 t->render_lightmap_ambient[q] = 0;
6691 t->render_lightmap_diffuse[q] = 0;
6692 t->render_lightmap_specular[q] = 0;
6693 t->render_rtlight_diffuse[q] = 0;
6694 t->render_rtlight_specular[q] = 0;
6697 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6699 // ambient + single direction light (modellight)
6700 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6701 for (q = 0; q < 3; q++)
6703 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6704 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6705 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6706 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6707 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6708 t->render_lightmap_ambient[q] = 0;
6709 t->render_lightmap_diffuse[q] = 0;
6710 t->render_lightmap_specular[q] = 0;
6711 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6712 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6717 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6718 for (q = 0; q < 3; q++)
6720 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6721 t->render_modellight_lightdir[q] = q == 2;
6722 t->render_modellight_ambient[q] = 0;
6723 t->render_modellight_diffuse[q] = 0;
6724 t->render_modellight_specular[q] = 0;
6725 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6726 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6727 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6728 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6729 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6733 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6735 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6736 // attribute, we punt it to the lightmap path and hope for the best,
6737 // but lighting doesn't work.
6739 // FIXME: this is fine for effects but CSQC polygons should be subject
6741 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6742 for (q = 0; q < 3; q++)
6744 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6745 t->render_modellight_lightdir[q] = q == 2;
6746 t->render_modellight_ambient[q] = 0;
6747 t->render_modellight_diffuse[q] = 0;
6748 t->render_modellight_specular[q] = 0;
6749 t->render_lightmap_ambient[q] = 0;
6750 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6751 t->render_lightmap_specular[q] = 0;
6752 t->render_rtlight_diffuse[q] = 0;
6753 t->render_rtlight_specular[q] = 0;
6757 for (q = 0; q < 3; q++)
6759 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6760 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6763 if (rsurface.ent_flags & RENDER_ADDITIVE)
6764 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6765 else if (t->currentalpha < 1)
6766 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6767 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6768 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6769 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6770 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6771 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6772 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6773 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6774 if (t->backgroundshaderpass)
6775 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6776 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6778 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6779 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6782 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6783 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6785 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6786 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6788 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6789 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6791 // there is no tcmod
6792 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6794 t->currenttexmatrix = r_waterscrollmatrix;
6795 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6797 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6799 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6800 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6803 if (t->materialshaderpass)
6804 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6805 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6807 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6808 if (t->currentskinframe->qpixels)
6809 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6810 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6811 if (!t->basetexture)
6812 t->basetexture = r_texture_notexture;
6813 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6814 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6815 t->nmaptexture = t->currentskinframe->nmap;
6816 if (!t->nmaptexture)
6817 t->nmaptexture = r_texture_blanknormalmap;
6818 t->glosstexture = r_texture_black;
6819 t->glowtexture = t->currentskinframe->glow;
6820 t->fogtexture = t->currentskinframe->fog;
6821 t->reflectmasktexture = t->currentskinframe->reflect;
6822 if (t->backgroundshaderpass)
6824 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6825 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6826 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6827 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6828 t->backgroundglosstexture = r_texture_black;
6829 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6830 if (!t->backgroundnmaptexture)
6831 t->backgroundnmaptexture = r_texture_blanknormalmap;
6832 // make sure that if glow is going to be used, both textures are not NULL
6833 if (!t->backgroundglowtexture && t->glowtexture)
6834 t->backgroundglowtexture = r_texture_black;
6835 if (!t->glowtexture && t->backgroundglowtexture)
6836 t->glowtexture = r_texture_black;
6840 t->backgroundbasetexture = r_texture_white;
6841 t->backgroundnmaptexture = r_texture_blanknormalmap;
6842 t->backgroundglosstexture = r_texture_black;
6843 t->backgroundglowtexture = NULL;
6845 t->specularpower = r_shadow_glossexponent.value;
6846 // TODO: store reference values for these in the texture?
6847 if (r_shadow_gloss.integer > 0)
6849 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6851 if (r_shadow_glossintensity.value > 0)
6853 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6854 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6855 specularscale = r_shadow_glossintensity.value;
6858 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6860 t->glosstexture = r_texture_white;
6861 t->backgroundglosstexture = r_texture_white;
6862 specularscale = r_shadow_gloss2intensity.value;
6863 t->specularpower = r_shadow_gloss2exponent.value;
6866 specularscale *= t->specularscalemod;
6867 t->specularpower *= t->specularpowermod;
6869 // lightmaps mode looks bad with dlights using actual texturing, so turn
6870 // off the colormap and glossmap, but leave the normalmap on as it still
6871 // accurately represents the shading involved
6872 if (gl_lightmaps.integer)
6874 t->basetexture = r_texture_grey128;
6875 t->pantstexture = r_texture_black;
6876 t->shirttexture = r_texture_black;
6877 if (gl_lightmaps.integer < 2)
6878 t->nmaptexture = r_texture_blanknormalmap;
6879 t->glosstexture = r_texture_black;
6880 t->glowtexture = NULL;
6881 t->fogtexture = NULL;
6882 t->reflectmasktexture = NULL;
6883 t->backgroundbasetexture = NULL;
6884 if (gl_lightmaps.integer < 2)
6885 t->backgroundnmaptexture = r_texture_blanknormalmap;
6886 t->backgroundglosstexture = r_texture_black;
6887 t->backgroundglowtexture = NULL;
6889 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6892 if (specularscale != 1.0f)
6894 for (q = 0; q < 3; q++)
6896 t->render_modellight_specular[q] *= specularscale;
6897 t->render_lightmap_specular[q] *= specularscale;
6898 t->render_rtlight_specular[q] *= specularscale;
6902 t->currentnumlayers = 0;
6903 if (t->currentmaterialflags & MATERIALFLAG_WALL)
6905 int blendfunc1, blendfunc2;
6907 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6909 blendfunc1 = GL_SRC_ALPHA;
6910 blendfunc2 = GL_ONE;
6912 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6914 blendfunc1 = GL_SRC_ALPHA;
6915 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
6917 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6919 blendfunc1 = t->customblendfunc[0];
6920 blendfunc2 = t->customblendfunc[1];
6924 blendfunc1 = GL_ONE;
6925 blendfunc2 = GL_ZERO;
6927 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
6928 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6930 // basic lit geometry
6931 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
6932 // add pants/shirt if needed
6933 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
6934 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
6935 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
6936 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
6940 // basic lit geometry
6941 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
6942 // add pants/shirt if needed
6943 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
6944 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
6945 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
6946 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
6947 // now add ambient passes if needed
6948 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
6950 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
6951 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
6952 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
6953 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
6954 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
6957 if (t->glowtexture != NULL && !gl_lightmaps.integer)
6958 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
6959 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
6961 // if this is opaque use alpha blend which will darken the earlier
6964 // if this is an alpha blended material, all the earlier passes
6965 // were darkened by fog already, so we only need to add the fog
6966 // color ontop through the fog mask texture
6968 // if this is an additive blended material, all the earlier passes
6969 // were darkened by fog already, and we should not add fog color
6970 // (because the background was not darkened, there is no fog color
6971 // that was lost behind it).
6972 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
6979 rsurfacestate_t rsurface;
6981 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
6983 dp_model_t *model = ent->model;
6984 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6986 rsurface.entity = (entity_render_t *)ent;
6987 rsurface.skeleton = ent->skeleton;
6988 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6989 rsurface.ent_skinnum = ent->skinnum;
6990 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;
6991 rsurface.ent_flags = ent->flags;
6992 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6993 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6994 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6995 rsurface.matrix = ent->matrix;
6996 rsurface.inversematrix = ent->inversematrix;
6997 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6998 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6999 R_EntityMatrix(&rsurface.matrix);
7000 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7001 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7002 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7003 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7004 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7005 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7006 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7007 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7008 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7009 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7010 if (ent->model->brush.submodel && !prepass)
7012 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7013 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7015 // if the animcache code decided it should use the shader path, skip the deform step
7016 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7017 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7018 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7019 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7020 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7021 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7023 if (ent->animcache_vertex3f)
7025 r_refdef.stats[r_stat_batch_entitycache_count]++;
7026 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7027 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7028 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7029 rsurface.modelvertex3f = ent->animcache_vertex3f;
7030 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7031 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7032 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7033 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7034 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7035 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7036 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7037 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7038 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7039 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7040 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7042 else if (wanttangents)
7044 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7045 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7046 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7047 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7048 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7049 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7050 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7051 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7052 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7053 rsurface.modelvertex3f_vertexbuffer = NULL;
7054 rsurface.modelvertex3f_bufferoffset = 0;
7055 rsurface.modelvertex3f_vertexbuffer = 0;
7056 rsurface.modelvertex3f_bufferoffset = 0;
7057 rsurface.modelsvector3f_vertexbuffer = 0;
7058 rsurface.modelsvector3f_bufferoffset = 0;
7059 rsurface.modeltvector3f_vertexbuffer = 0;
7060 rsurface.modeltvector3f_bufferoffset = 0;
7061 rsurface.modelnormal3f_vertexbuffer = 0;
7062 rsurface.modelnormal3f_bufferoffset = 0;
7064 else if (wantnormals)
7066 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7067 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7068 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7069 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7070 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7071 rsurface.modelsvector3f = NULL;
7072 rsurface.modeltvector3f = NULL;
7073 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7074 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7075 rsurface.modelvertex3f_vertexbuffer = NULL;
7076 rsurface.modelvertex3f_bufferoffset = 0;
7077 rsurface.modelvertex3f_vertexbuffer = 0;
7078 rsurface.modelvertex3f_bufferoffset = 0;
7079 rsurface.modelsvector3f_vertexbuffer = 0;
7080 rsurface.modelsvector3f_bufferoffset = 0;
7081 rsurface.modeltvector3f_vertexbuffer = 0;
7082 rsurface.modeltvector3f_bufferoffset = 0;
7083 rsurface.modelnormal3f_vertexbuffer = 0;
7084 rsurface.modelnormal3f_bufferoffset = 0;
7088 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7089 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7090 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7091 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7092 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7093 rsurface.modelsvector3f = NULL;
7094 rsurface.modeltvector3f = NULL;
7095 rsurface.modelnormal3f = NULL;
7096 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7097 rsurface.modelvertex3f_vertexbuffer = NULL;
7098 rsurface.modelvertex3f_bufferoffset = 0;
7099 rsurface.modelvertex3f_vertexbuffer = 0;
7100 rsurface.modelvertex3f_bufferoffset = 0;
7101 rsurface.modelsvector3f_vertexbuffer = 0;
7102 rsurface.modelsvector3f_bufferoffset = 0;
7103 rsurface.modeltvector3f_vertexbuffer = 0;
7104 rsurface.modeltvector3f_bufferoffset = 0;
7105 rsurface.modelnormal3f_vertexbuffer = 0;
7106 rsurface.modelnormal3f_bufferoffset = 0;
7108 rsurface.modelgeneratedvertex = true;
7112 if (rsurface.entityskeletaltransform3x4)
7114 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7115 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7116 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7117 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7121 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7122 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7123 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7124 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7126 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7127 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7128 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7129 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7130 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7131 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7132 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7133 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7134 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7135 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7136 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7137 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7138 rsurface.modelgeneratedvertex = false;
7140 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7141 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7142 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7143 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7144 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7145 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7146 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7147 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7148 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7149 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7150 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7151 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7152 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7153 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7154 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7155 rsurface.modelelement3i = model->surfmesh.data_element3i;
7156 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7157 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7158 rsurface.modelelement3s = model->surfmesh.data_element3s;
7159 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7160 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7161 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7162 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7163 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7164 rsurface.modelsurfaces = model->data_surfaces;
7165 rsurface.batchgeneratedvertex = false;
7166 rsurface.batchfirstvertex = 0;
7167 rsurface.batchnumvertices = 0;
7168 rsurface.batchfirsttriangle = 0;
7169 rsurface.batchnumtriangles = 0;
7170 rsurface.batchvertex3f = NULL;
7171 rsurface.batchvertex3f_vertexbuffer = NULL;
7172 rsurface.batchvertex3f_bufferoffset = 0;
7173 rsurface.batchsvector3f = NULL;
7174 rsurface.batchsvector3f_vertexbuffer = NULL;
7175 rsurface.batchsvector3f_bufferoffset = 0;
7176 rsurface.batchtvector3f = NULL;
7177 rsurface.batchtvector3f_vertexbuffer = NULL;
7178 rsurface.batchtvector3f_bufferoffset = 0;
7179 rsurface.batchnormal3f = NULL;
7180 rsurface.batchnormal3f_vertexbuffer = NULL;
7181 rsurface.batchnormal3f_bufferoffset = 0;
7182 rsurface.batchlightmapcolor4f = NULL;
7183 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7184 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7185 rsurface.batchtexcoordtexture2f = NULL;
7186 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7187 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7188 rsurface.batchtexcoordlightmap2f = NULL;
7189 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7190 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7191 rsurface.batchskeletalindex4ub = NULL;
7192 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7193 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7194 rsurface.batchskeletalweight4ub = NULL;
7195 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7196 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7197 rsurface.batchelement3i = NULL;
7198 rsurface.batchelement3i_indexbuffer = NULL;
7199 rsurface.batchelement3i_bufferoffset = 0;
7200 rsurface.batchelement3s = NULL;
7201 rsurface.batchelement3s_indexbuffer = NULL;
7202 rsurface.batchelement3s_bufferoffset = 0;
7203 rsurface.forcecurrenttextureupdate = false;
7206 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
7208 rsurface.entity = r_refdef.scene.worldentity;
7209 rsurface.skeleton = NULL;
7210 rsurface.ent_skinnum = 0;
7211 rsurface.ent_qwskin = -1;
7212 rsurface.ent_flags = entflags;
7213 rsurface.shadertime = r_refdef.scene.time - shadertime;
7214 rsurface.modelnumvertices = numvertices;
7215 rsurface.modelnumtriangles = numtriangles;
7216 rsurface.matrix = *matrix;
7217 rsurface.inversematrix = *inversematrix;
7218 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7219 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7220 R_EntityMatrix(&rsurface.matrix);
7221 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7222 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7223 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7224 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7225 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7226 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7227 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7228 rsurface.frameblend[0].lerp = 1;
7229 rsurface.ent_alttextures = false;
7230 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7231 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7232 rsurface.entityskeletaltransform3x4 = NULL;
7233 rsurface.entityskeletaltransform3x4buffer = NULL;
7234 rsurface.entityskeletaltransform3x4offset = 0;
7235 rsurface.entityskeletaltransform3x4size = 0;
7236 rsurface.entityskeletalnumtransforms = 0;
7237 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7238 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7239 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7240 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7243 rsurface.modelvertex3f = (float *)vertex3f;
7244 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7245 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7246 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7248 else if (wantnormals)
7250 rsurface.modelvertex3f = (float *)vertex3f;
7251 rsurface.modelsvector3f = NULL;
7252 rsurface.modeltvector3f = NULL;
7253 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7257 rsurface.modelvertex3f = (float *)vertex3f;
7258 rsurface.modelsvector3f = NULL;
7259 rsurface.modeltvector3f = NULL;
7260 rsurface.modelnormal3f = NULL;
7262 rsurface.modelvertex3f_vertexbuffer = 0;
7263 rsurface.modelvertex3f_bufferoffset = 0;
7264 rsurface.modelsvector3f_vertexbuffer = 0;
7265 rsurface.modelsvector3f_bufferoffset = 0;
7266 rsurface.modeltvector3f_vertexbuffer = 0;
7267 rsurface.modeltvector3f_bufferoffset = 0;
7268 rsurface.modelnormal3f_vertexbuffer = 0;
7269 rsurface.modelnormal3f_bufferoffset = 0;
7270 rsurface.modelgeneratedvertex = true;
7271 rsurface.modellightmapcolor4f = (float *)color4f;
7272 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7273 rsurface.modellightmapcolor4f_bufferoffset = 0;
7274 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7275 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7276 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7277 rsurface.modeltexcoordlightmap2f = NULL;
7278 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7279 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7280 rsurface.modelskeletalindex4ub = NULL;
7281 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7282 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7283 rsurface.modelskeletalweight4ub = NULL;
7284 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7285 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7286 rsurface.modelelement3i = (int *)element3i;
7287 rsurface.modelelement3i_indexbuffer = NULL;
7288 rsurface.modelelement3i_bufferoffset = 0;
7289 rsurface.modelelement3s = (unsigned short *)element3s;
7290 rsurface.modelelement3s_indexbuffer = NULL;
7291 rsurface.modelelement3s_bufferoffset = 0;
7292 rsurface.modellightmapoffsets = NULL;
7293 rsurface.modelsurfaces = NULL;
7294 rsurface.batchgeneratedvertex = false;
7295 rsurface.batchfirstvertex = 0;
7296 rsurface.batchnumvertices = 0;
7297 rsurface.batchfirsttriangle = 0;
7298 rsurface.batchnumtriangles = 0;
7299 rsurface.batchvertex3f = NULL;
7300 rsurface.batchvertex3f_vertexbuffer = NULL;
7301 rsurface.batchvertex3f_bufferoffset = 0;
7302 rsurface.batchsvector3f = NULL;
7303 rsurface.batchsvector3f_vertexbuffer = NULL;
7304 rsurface.batchsvector3f_bufferoffset = 0;
7305 rsurface.batchtvector3f = NULL;
7306 rsurface.batchtvector3f_vertexbuffer = NULL;
7307 rsurface.batchtvector3f_bufferoffset = 0;
7308 rsurface.batchnormal3f = NULL;
7309 rsurface.batchnormal3f_vertexbuffer = NULL;
7310 rsurface.batchnormal3f_bufferoffset = 0;
7311 rsurface.batchlightmapcolor4f = NULL;
7312 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7313 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7314 rsurface.batchtexcoordtexture2f = NULL;
7315 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7316 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7317 rsurface.batchtexcoordlightmap2f = NULL;
7318 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7319 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7320 rsurface.batchskeletalindex4ub = NULL;
7321 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7322 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7323 rsurface.batchskeletalweight4ub = NULL;
7324 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7325 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7326 rsurface.batchelement3i = NULL;
7327 rsurface.batchelement3i_indexbuffer = NULL;
7328 rsurface.batchelement3i_bufferoffset = 0;
7329 rsurface.batchelement3s = NULL;
7330 rsurface.batchelement3s_indexbuffer = NULL;
7331 rsurface.batchelement3s_bufferoffset = 0;
7332 rsurface.forcecurrenttextureupdate = true;
7334 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7336 if ((wantnormals || wanttangents) && !normal3f)
7338 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7339 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7341 if (wanttangents && !svector3f)
7343 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7344 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7345 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7350 float RSurf_FogPoint(const float *v)
7352 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7353 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7354 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7355 float FogHeightFade = r_refdef.fogheightfade;
7357 unsigned int fogmasktableindex;
7358 if (r_refdef.fogplaneviewabove)
7359 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7361 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7362 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7363 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7366 float RSurf_FogVertex(const float *v)
7368 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7369 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7370 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7371 float FogHeightFade = rsurface.fogheightfade;
7373 unsigned int fogmasktableindex;
7374 if (r_refdef.fogplaneviewabove)
7375 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7377 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7378 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7379 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7382 void RSurf_UploadBuffersForBatch(void)
7384 // 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)
7385 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7386 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7387 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7388 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7389 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7390 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7391 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7392 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7393 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7394 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7395 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7396 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7397 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7398 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7399 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7400 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7401 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7402 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7403 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7405 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7406 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7407 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7408 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7410 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7411 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7412 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7413 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7414 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7415 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7416 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7417 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7418 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7419 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7422 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7425 for (i = 0;i < numelements;i++)
7426 outelement3i[i] = inelement3i[i] + adjust;
7429 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7430 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7438 int surfacefirsttriangle;
7439 int surfacenumtriangles;
7440 int surfacefirstvertex;
7441 int surfaceendvertex;
7442 int surfacenumvertices;
7443 int batchnumsurfaces = texturenumsurfaces;
7444 int batchnumvertices;
7445 int batchnumtriangles;
7448 qboolean dynamicvertex;
7451 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7454 q3shaderinfo_deform_t *deform;
7455 const msurface_t *surface, *firstsurface;
7456 if (!texturenumsurfaces)
7458 // find vertex range of this surface batch
7460 firstsurface = texturesurfacelist[0];
7461 firsttriangle = firstsurface->num_firsttriangle;
7462 batchnumvertices = 0;
7463 batchnumtriangles = 0;
7464 firstvertex = endvertex = firstsurface->num_firstvertex;
7465 for (i = 0;i < texturenumsurfaces;i++)
7467 surface = texturesurfacelist[i];
7468 if (surface != firstsurface + i)
7470 surfacefirstvertex = surface->num_firstvertex;
7471 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7472 surfacenumvertices = surface->num_vertices;
7473 surfacenumtriangles = surface->num_triangles;
7474 if (firstvertex > surfacefirstvertex)
7475 firstvertex = surfacefirstvertex;
7476 if (endvertex < surfaceendvertex)
7477 endvertex = surfaceendvertex;
7478 batchnumvertices += surfacenumvertices;
7479 batchnumtriangles += surfacenumtriangles;
7482 r_refdef.stats[r_stat_batch_batches]++;
7484 r_refdef.stats[r_stat_batch_withgaps]++;
7485 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7486 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7487 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7489 // we now know the vertex range used, and if there are any gaps in it
7490 rsurface.batchfirstvertex = firstvertex;
7491 rsurface.batchnumvertices = endvertex - firstvertex;
7492 rsurface.batchfirsttriangle = firsttriangle;
7493 rsurface.batchnumtriangles = batchnumtriangles;
7495 // check if any dynamic vertex processing must occur
7496 dynamicvertex = false;
7498 // we must use vertexbuffers for rendering, we can upload vertex buffers
7499 // easily enough but if the basevertex is non-zero it becomes more
7500 // difficult, so force dynamicvertex path in that case - it's suboptimal
7501 // but the most optimal case is to have the geometry sources provide their
7503 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7504 dynamicvertex = true;
7506 // a cvar to force the dynamic vertex path to be taken, for debugging
7507 if (r_batch_debugdynamicvertexpath.integer)
7511 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7512 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7513 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7514 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7516 dynamicvertex = true;
7519 // if there is a chance of animated vertex colors, it's a dynamic batch
7520 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7524 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7525 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7526 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7527 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7529 dynamicvertex = true;
7532 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7534 switch (deform->deform)
7537 case Q3DEFORM_PROJECTIONSHADOW:
7538 case Q3DEFORM_TEXT0:
7539 case Q3DEFORM_TEXT1:
7540 case Q3DEFORM_TEXT2:
7541 case Q3DEFORM_TEXT3:
7542 case Q3DEFORM_TEXT4:
7543 case Q3DEFORM_TEXT5:
7544 case Q3DEFORM_TEXT6:
7545 case Q3DEFORM_TEXT7:
7548 case Q3DEFORM_AUTOSPRITE:
7551 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7552 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7553 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7554 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7556 dynamicvertex = true;
7557 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7559 case Q3DEFORM_AUTOSPRITE2:
7562 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7563 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7564 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7565 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7567 dynamicvertex = true;
7568 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7570 case Q3DEFORM_NORMAL:
7573 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7574 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7575 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7576 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7578 dynamicvertex = true;
7579 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7582 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7583 break; // if wavefunc is a nop, ignore this transform
7586 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7587 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7588 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7589 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7591 dynamicvertex = true;
7592 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7594 case Q3DEFORM_BULGE:
7597 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7598 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7599 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7600 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7602 dynamicvertex = true;
7603 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7606 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7607 break; // if wavefunc is a nop, ignore this transform
7610 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7611 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7612 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7613 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7615 dynamicvertex = true;
7616 batchneed |= BATCHNEED_ARRAY_VERTEX;
7620 if (rsurface.texture->materialshaderpass)
7622 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7625 case Q3TCGEN_TEXTURE:
7627 case Q3TCGEN_LIGHTMAP:
7630 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7631 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7632 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7633 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7635 dynamicvertex = true;
7636 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7638 case Q3TCGEN_VECTOR:
7641 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7642 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7643 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7644 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7646 dynamicvertex = true;
7647 batchneed |= BATCHNEED_ARRAY_VERTEX;
7649 case Q3TCGEN_ENVIRONMENT:
7652 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7653 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7654 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7655 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7657 dynamicvertex = true;
7658 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7661 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7665 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7666 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7667 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7668 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7670 dynamicvertex = true;
7671 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7675 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7676 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7677 // we ensure this by treating the vertex batch as dynamic...
7678 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7682 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7683 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7684 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7685 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7687 dynamicvertex = true;
7690 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7691 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7692 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7694 rsurface.batchvertex3f = rsurface.modelvertex3f;
7695 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7696 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7697 rsurface.batchsvector3f = rsurface.modelsvector3f;
7698 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7699 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7700 rsurface.batchtvector3f = rsurface.modeltvector3f;
7701 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7702 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7703 rsurface.batchnormal3f = rsurface.modelnormal3f;
7704 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7705 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7706 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7707 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7708 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7709 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7710 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7711 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7712 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7713 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7714 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7715 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7716 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7717 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7718 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7719 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7720 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7721 rsurface.batchelement3i = rsurface.modelelement3i;
7722 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7723 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7724 rsurface.batchelement3s = rsurface.modelelement3s;
7725 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7726 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7727 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7728 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7729 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7730 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7731 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7733 // if any dynamic vertex processing has to occur in software, we copy the
7734 // entire surface list together before processing to rebase the vertices
7735 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7737 // if any gaps exist and we do not have a static vertex buffer, we have to
7738 // copy the surface list together to avoid wasting upload bandwidth on the
7739 // vertices in the gaps.
7741 // if gaps exist and we have a static vertex buffer, we can choose whether
7742 // to combine the index buffer ranges into one dynamic index buffer or
7743 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7745 // in many cases the batch is reduced to one draw call.
7747 rsurface.batchmultidraw = false;
7748 rsurface.batchmultidrawnumsurfaces = 0;
7749 rsurface.batchmultidrawsurfacelist = NULL;
7753 // static vertex data, just set pointers...
7754 rsurface.batchgeneratedvertex = false;
7755 // if there are gaps, we want to build a combined index buffer,
7756 // otherwise use the original static buffer with an appropriate offset
7759 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7760 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7761 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7762 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7763 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7765 rsurface.batchmultidraw = true;
7766 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7767 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7770 // build a new triangle elements array for this batch
7771 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7772 rsurface.batchfirsttriangle = 0;
7774 for (i = 0;i < texturenumsurfaces;i++)
7776 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7777 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7778 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7779 numtriangles += surfacenumtriangles;
7781 rsurface.batchelement3i_indexbuffer = NULL;
7782 rsurface.batchelement3i_bufferoffset = 0;
7783 rsurface.batchelement3s = NULL;
7784 rsurface.batchelement3s_indexbuffer = NULL;
7785 rsurface.batchelement3s_bufferoffset = 0;
7786 if (endvertex <= 65536)
7788 // make a 16bit (unsigned short) index array if possible
7789 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7790 for (i = 0;i < numtriangles*3;i++)
7791 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7796 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7797 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7798 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7799 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7804 // something needs software processing, do it for real...
7805 // we only directly handle separate array data in this case and then
7806 // generate interleaved data if needed...
7807 rsurface.batchgeneratedvertex = true;
7808 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7809 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7810 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7811 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7813 // now copy the vertex data into a combined array and make an index array
7814 // (this is what Quake3 does all the time)
7815 // we also apply any skeletal animation here that would have been done in
7816 // the vertex shader, because most of the dynamic vertex animation cases
7817 // need actual vertex positions and normals
7818 //if (dynamicvertex)
7820 rsurface.batchvertex3f = NULL;
7821 rsurface.batchvertex3f_vertexbuffer = NULL;
7822 rsurface.batchvertex3f_bufferoffset = 0;
7823 rsurface.batchsvector3f = NULL;
7824 rsurface.batchsvector3f_vertexbuffer = NULL;
7825 rsurface.batchsvector3f_bufferoffset = 0;
7826 rsurface.batchtvector3f = NULL;
7827 rsurface.batchtvector3f_vertexbuffer = NULL;
7828 rsurface.batchtvector3f_bufferoffset = 0;
7829 rsurface.batchnormal3f = NULL;
7830 rsurface.batchnormal3f_vertexbuffer = NULL;
7831 rsurface.batchnormal3f_bufferoffset = 0;
7832 rsurface.batchlightmapcolor4f = NULL;
7833 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7834 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7835 rsurface.batchtexcoordtexture2f = NULL;
7836 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7837 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7838 rsurface.batchtexcoordlightmap2f = NULL;
7839 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7840 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7841 rsurface.batchskeletalindex4ub = NULL;
7842 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7843 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7844 rsurface.batchskeletalweight4ub = NULL;
7845 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7846 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7847 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7848 rsurface.batchelement3i_indexbuffer = NULL;
7849 rsurface.batchelement3i_bufferoffset = 0;
7850 rsurface.batchelement3s = NULL;
7851 rsurface.batchelement3s_indexbuffer = NULL;
7852 rsurface.batchelement3s_bufferoffset = 0;
7853 rsurface.batchskeletaltransform3x4buffer = NULL;
7854 rsurface.batchskeletaltransform3x4offset = 0;
7855 rsurface.batchskeletaltransform3x4size = 0;
7856 // we'll only be setting up certain arrays as needed
7857 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7858 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7859 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7860 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7861 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7863 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7864 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7866 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7867 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7868 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7869 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7870 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7871 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7872 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7874 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7875 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7879 for (i = 0;i < texturenumsurfaces;i++)
7881 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7882 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7883 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7884 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7885 // copy only the data requested
7886 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7888 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7890 if (rsurface.batchvertex3f)
7891 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7893 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7895 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7897 if (rsurface.modelnormal3f)
7898 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7900 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7902 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7904 if (rsurface.modelsvector3f)
7906 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7907 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7911 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7912 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7915 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7917 if (rsurface.modellightmapcolor4f)
7918 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7920 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7922 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7924 if (rsurface.modeltexcoordtexture2f)
7925 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7927 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7929 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7931 if (rsurface.modeltexcoordlightmap2f)
7932 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7934 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7936 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7938 if (rsurface.modelskeletalindex4ub)
7940 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7941 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7945 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7946 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7947 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7948 for (j = 0;j < surfacenumvertices;j++)
7953 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7954 numvertices += surfacenumvertices;
7955 numtriangles += surfacenumtriangles;
7958 // generate a 16bit index array as well if possible
7959 // (in general, dynamic batches fit)
7960 if (numvertices <= 65536)
7962 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7963 for (i = 0;i < numtriangles*3;i++)
7964 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7967 // since we've copied everything, the batch now starts at 0
7968 rsurface.batchfirstvertex = 0;
7969 rsurface.batchnumvertices = batchnumvertices;
7970 rsurface.batchfirsttriangle = 0;
7971 rsurface.batchnumtriangles = batchnumtriangles;
7974 // apply skeletal animation that would have been done in the vertex shader
7975 if (rsurface.batchskeletaltransform3x4)
7977 const unsigned char *si;
7978 const unsigned char *sw;
7980 const float *b = rsurface.batchskeletaltransform3x4;
7981 float *vp, *vs, *vt, *vn;
7983 float m[3][4], n[3][4];
7984 float tp[3], ts[3], tt[3], tn[3];
7985 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7986 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7987 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7988 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7989 si = rsurface.batchskeletalindex4ub;
7990 sw = rsurface.batchskeletalweight4ub;
7991 vp = rsurface.batchvertex3f;
7992 vs = rsurface.batchsvector3f;
7993 vt = rsurface.batchtvector3f;
7994 vn = rsurface.batchnormal3f;
7995 memset(m[0], 0, sizeof(m));
7996 memset(n[0], 0, sizeof(n));
7997 for (i = 0;i < batchnumvertices;i++)
7999 t[0] = b + si[0]*12;
8002 // common case - only one matrix
8016 else if (sw[2] + sw[3])
8019 t[1] = b + si[1]*12;
8020 t[2] = b + si[2]*12;
8021 t[3] = b + si[3]*12;
8022 w[0] = sw[0] * (1.0f / 255.0f);
8023 w[1] = sw[1] * (1.0f / 255.0f);
8024 w[2] = sw[2] * (1.0f / 255.0f);
8025 w[3] = sw[3] * (1.0f / 255.0f);
8026 // blend the matrices
8027 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8028 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8029 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8030 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8031 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8032 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8033 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8034 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8035 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8036 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8037 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8038 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8043 t[1] = b + si[1]*12;
8044 w[0] = sw[0] * (1.0f / 255.0f);
8045 w[1] = sw[1] * (1.0f / 255.0f);
8046 // blend the matrices
8047 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8048 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8049 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8050 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8051 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8052 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8053 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8054 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8055 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8056 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8057 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8058 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8062 // modify the vertex
8064 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8065 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8066 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8070 // the normal transformation matrix is a set of cross products...
8071 CrossProduct(m[1], m[2], n[0]);
8072 CrossProduct(m[2], m[0], n[1]);
8073 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8075 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8076 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8077 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8078 VectorNormalize(vn);
8083 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8084 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8085 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8086 VectorNormalize(vs);
8089 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8090 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8091 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8092 VectorNormalize(vt);
8097 rsurface.batchskeletaltransform3x4 = NULL;
8098 rsurface.batchskeletalnumtransforms = 0;
8101 // q1bsp surfaces rendered in vertex color mode have to have colors
8102 // calculated based on lightstyles
8103 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8105 // generate color arrays for the surfaces in this list
8110 const unsigned char *lm;
8111 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8112 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8113 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8115 for (i = 0;i < texturenumsurfaces;i++)
8117 surface = texturesurfacelist[i];
8118 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8119 surfacenumvertices = surface->num_vertices;
8120 if (surface->lightmapinfo->samples)
8122 for (j = 0;j < surfacenumvertices;j++)
8124 lm = surface->lightmapinfo->samples + offsets[j];
8125 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8126 VectorScale(lm, scale, c);
8127 if (surface->lightmapinfo->styles[1] != 255)
8129 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8131 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8132 VectorMA(c, scale, lm, c);
8133 if (surface->lightmapinfo->styles[2] != 255)
8136 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8137 VectorMA(c, scale, lm, c);
8138 if (surface->lightmapinfo->styles[3] != 255)
8141 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8142 VectorMA(c, scale, lm, c);
8149 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);
8155 for (j = 0;j < surfacenumvertices;j++)
8157 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8164 // if vertices are deformed (sprite flares and things in maps, possibly
8165 // water waves, bulges and other deformations), modify the copied vertices
8167 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8170 switch (deform->deform)
8173 case Q3DEFORM_PROJECTIONSHADOW:
8174 case Q3DEFORM_TEXT0:
8175 case Q3DEFORM_TEXT1:
8176 case Q3DEFORM_TEXT2:
8177 case Q3DEFORM_TEXT3:
8178 case Q3DEFORM_TEXT4:
8179 case Q3DEFORM_TEXT5:
8180 case Q3DEFORM_TEXT6:
8181 case Q3DEFORM_TEXT7:
8184 case Q3DEFORM_AUTOSPRITE:
8185 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8186 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8187 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8188 VectorNormalize(newforward);
8189 VectorNormalize(newright);
8190 VectorNormalize(newup);
8191 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8192 // rsurface.batchvertex3f_vertexbuffer = NULL;
8193 // rsurface.batchvertex3f_bufferoffset = 0;
8194 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8195 // rsurface.batchsvector3f_vertexbuffer = NULL;
8196 // rsurface.batchsvector3f_bufferoffset = 0;
8197 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8198 // rsurface.batchtvector3f_vertexbuffer = NULL;
8199 // rsurface.batchtvector3f_bufferoffset = 0;
8200 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8201 // rsurface.batchnormal3f_vertexbuffer = NULL;
8202 // rsurface.batchnormal3f_bufferoffset = 0;
8203 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8204 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8205 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8206 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8207 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);
8208 // a single autosprite surface can contain multiple sprites...
8209 for (j = 0;j < batchnumvertices - 3;j += 4)
8211 VectorClear(center);
8212 for (i = 0;i < 4;i++)
8213 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8214 VectorScale(center, 0.25f, center);
8215 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8216 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8217 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8218 for (i = 0;i < 4;i++)
8220 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8221 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8224 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8225 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8226 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);
8228 case Q3DEFORM_AUTOSPRITE2:
8229 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8230 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8231 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8232 VectorNormalize(newforward);
8233 VectorNormalize(newright);
8234 VectorNormalize(newup);
8235 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8236 // rsurface.batchvertex3f_vertexbuffer = NULL;
8237 // rsurface.batchvertex3f_bufferoffset = 0;
8239 const float *v1, *v2;
8249 memset(shortest, 0, sizeof(shortest));
8250 // a single autosprite surface can contain multiple sprites...
8251 for (j = 0;j < batchnumvertices - 3;j += 4)
8253 VectorClear(center);
8254 for (i = 0;i < 4;i++)
8255 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8256 VectorScale(center, 0.25f, center);
8257 // find the two shortest edges, then use them to define the
8258 // axis vectors for rotating around the central axis
8259 for (i = 0;i < 6;i++)
8261 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8262 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8263 l = VectorDistance2(v1, v2);
8264 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8266 l += (1.0f / 1024.0f);
8267 if (shortest[0].length2 > l || i == 0)
8269 shortest[1] = shortest[0];
8270 shortest[0].length2 = l;
8271 shortest[0].v1 = v1;
8272 shortest[0].v2 = v2;
8274 else if (shortest[1].length2 > l || i == 1)
8276 shortest[1].length2 = l;
8277 shortest[1].v1 = v1;
8278 shortest[1].v2 = v2;
8281 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8282 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8283 // this calculates the right vector from the shortest edge
8284 // and the up vector from the edge midpoints
8285 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8286 VectorNormalize(right);
8287 VectorSubtract(end, start, up);
8288 VectorNormalize(up);
8289 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8290 VectorSubtract(rsurface.localvieworigin, center, forward);
8291 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8292 VectorNegate(forward, forward);
8293 VectorReflect(forward, 0, up, forward);
8294 VectorNormalize(forward);
8295 CrossProduct(up, forward, newright);
8296 VectorNormalize(newright);
8297 // rotate the quad around the up axis vector, this is made
8298 // especially easy by the fact we know the quad is flat,
8299 // so we only have to subtract the center position and
8300 // measure distance along the right vector, and then
8301 // multiply that by the newright vector and add back the
8303 // we also need to subtract the old position to undo the
8304 // displacement from the center, which we do with a
8305 // DotProduct, the subtraction/addition of center is also
8306 // optimized into DotProducts here
8307 l = DotProduct(right, center);
8308 for (i = 0;i < 4;i++)
8310 v1 = rsurface.batchvertex3f + 3*(j+i);
8311 f = DotProduct(right, v1) - l;
8312 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8316 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8318 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8319 // rsurface.batchnormal3f_vertexbuffer = NULL;
8320 // rsurface.batchnormal3f_bufferoffset = 0;
8321 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8323 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8325 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8326 // rsurface.batchsvector3f_vertexbuffer = NULL;
8327 // rsurface.batchsvector3f_bufferoffset = 0;
8328 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8329 // rsurface.batchtvector3f_vertexbuffer = NULL;
8330 // rsurface.batchtvector3f_bufferoffset = 0;
8331 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);
8334 case Q3DEFORM_NORMAL:
8335 // deform the normals to make reflections wavey
8336 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8337 rsurface.batchnormal3f_vertexbuffer = NULL;
8338 rsurface.batchnormal3f_bufferoffset = 0;
8339 for (j = 0;j < batchnumvertices;j++)
8342 float *normal = rsurface.batchnormal3f + 3*j;
8343 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8344 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8345 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8346 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8347 VectorNormalize(normal);
8349 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8351 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8352 // rsurface.batchsvector3f_vertexbuffer = NULL;
8353 // rsurface.batchsvector3f_bufferoffset = 0;
8354 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8355 // rsurface.batchtvector3f_vertexbuffer = NULL;
8356 // rsurface.batchtvector3f_bufferoffset = 0;
8357 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8361 // deform vertex array to make wavey water and flags and such
8362 waveparms[0] = deform->waveparms[0];
8363 waveparms[1] = deform->waveparms[1];
8364 waveparms[2] = deform->waveparms[2];
8365 waveparms[3] = deform->waveparms[3];
8366 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8367 break; // if wavefunc is a nop, don't make a dynamic vertex array
8368 // this is how a divisor of vertex influence on deformation
8369 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8370 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8371 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8372 // rsurface.batchvertex3f_vertexbuffer = NULL;
8373 // rsurface.batchvertex3f_bufferoffset = 0;
8374 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8375 // rsurface.batchnormal3f_vertexbuffer = NULL;
8376 // rsurface.batchnormal3f_bufferoffset = 0;
8377 for (j = 0;j < batchnumvertices;j++)
8379 // if the wavefunc depends on time, evaluate it per-vertex
8382 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8383 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8385 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8387 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8388 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8389 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8391 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8392 // rsurface.batchsvector3f_vertexbuffer = NULL;
8393 // rsurface.batchsvector3f_bufferoffset = 0;
8394 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8395 // rsurface.batchtvector3f_vertexbuffer = NULL;
8396 // rsurface.batchtvector3f_bufferoffset = 0;
8397 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);
8400 case Q3DEFORM_BULGE:
8401 // deform vertex array to make the surface have moving bulges
8402 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8403 // rsurface.batchvertex3f_vertexbuffer = NULL;
8404 // rsurface.batchvertex3f_bufferoffset = 0;
8405 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8406 // rsurface.batchnormal3f_vertexbuffer = NULL;
8407 // rsurface.batchnormal3f_bufferoffset = 0;
8408 for (j = 0;j < batchnumvertices;j++)
8410 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8411 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8413 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8414 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8415 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8417 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8418 // rsurface.batchsvector3f_vertexbuffer = NULL;
8419 // rsurface.batchsvector3f_bufferoffset = 0;
8420 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8421 // rsurface.batchtvector3f_vertexbuffer = NULL;
8422 // rsurface.batchtvector3f_bufferoffset = 0;
8423 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);
8427 // deform vertex array
8428 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8429 break; // if wavefunc is a nop, don't make a dynamic vertex array
8430 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8431 VectorScale(deform->parms, scale, waveparms);
8432 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8433 // rsurface.batchvertex3f_vertexbuffer = NULL;
8434 // rsurface.batchvertex3f_bufferoffset = 0;
8435 for (j = 0;j < batchnumvertices;j++)
8436 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8441 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8443 // generate texcoords based on the chosen texcoord source
8444 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8447 case Q3TCGEN_TEXTURE:
8449 case Q3TCGEN_LIGHTMAP:
8450 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8451 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8452 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8453 if (rsurface.batchtexcoordlightmap2f)
8454 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8456 case Q3TCGEN_VECTOR:
8457 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8458 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8459 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8460 for (j = 0;j < batchnumvertices;j++)
8462 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8463 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8466 case Q3TCGEN_ENVIRONMENT:
8467 // make environment reflections using a spheremap
8468 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8469 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8470 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8471 for (j = 0;j < batchnumvertices;j++)
8473 // identical to Q3A's method, but executed in worldspace so
8474 // carried models can be shiny too
8476 float viewer[3], d, reflected[3], worldreflected[3];
8478 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8479 // VectorNormalize(viewer);
8481 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8483 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8484 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8485 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8486 // note: this is proportinal to viewer, so we can normalize later
8488 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8489 VectorNormalize(worldreflected);
8491 // note: this sphere map only uses world x and z!
8492 // so positive and negative y will LOOK THE SAME.
8493 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8494 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8498 // the only tcmod that needs software vertex processing is turbulent, so
8499 // check for it here and apply the changes if needed
8500 // and we only support that as the first one
8501 // (handling a mixture of turbulent and other tcmods would be problematic
8502 // without punting it entirely to a software path)
8503 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8505 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8506 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8507 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8508 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8509 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8510 for (j = 0;j < batchnumvertices;j++)
8512 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);
8513 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8519 void RSurf_DrawBatch(void)
8521 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8522 // through the pipeline, killing it earlier in the pipeline would have
8523 // per-surface overhead rather than per-batch overhead, so it's best to
8524 // reject it here, before it hits glDraw.
8525 if (rsurface.batchnumtriangles == 0)
8528 // batch debugging code
8529 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8535 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8536 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8539 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8541 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8543 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8544 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);
8551 if (rsurface.batchmultidraw)
8553 // issue multiple draws rather than copying index data
8554 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8555 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8556 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8557 for (i = 0;i < numsurfaces;)
8559 // combine consecutive surfaces as one draw
8560 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8561 if (surfacelist[j] != surfacelist[k] + 1)
8563 firstvertex = surfacelist[i]->num_firstvertex;
8564 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8565 firsttriangle = surfacelist[i]->num_firsttriangle;
8566 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8567 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);
8573 // there is only one consecutive run of index data (may have been combined)
8574 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);
8578 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8580 // pick the closest matching water plane
8581 int planeindex, vertexindex, bestplaneindex = -1;
8585 r_waterstate_waterplane_t *p;
8586 qboolean prepared = false;
8588 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8590 if(p->camera_entity != rsurface.texture->camera_entity)
8595 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8597 if(rsurface.batchnumvertices == 0)
8600 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8602 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8603 d += fabs(PlaneDiff(vert, &p->plane));
8605 if (bestd > d || bestplaneindex < 0)
8608 bestplaneindex = planeindex;
8611 return bestplaneindex;
8612 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8613 // this situation though, as it might be better to render single larger
8614 // batches with useless stuff (backface culled for example) than to
8615 // render multiple smaller batches
8618 void RSurf_SetupDepthAndCulling(void)
8620 // submodels are biased to avoid z-fighting with world surfaces that they
8621 // may be exactly overlapping (avoids z-fighting artifacts on certain
8622 // doors and things in Quake maps)
8623 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8624 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8625 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8626 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8629 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8632 // transparent sky would be ridiculous
8633 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8635 R_SetupShader_Generic_NoTexture(false, false);
8636 skyrenderlater = true;
8637 RSurf_SetupDepthAndCulling();
8640 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8641 if (r_sky_scissor.integer)
8643 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8644 for (i = 0; i < texturenumsurfaces; i++)
8646 const msurface_t *surf = texturesurfacelist[i];
8649 float mins[3], maxs[3];
8651 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8653 Matrix4x4_Transform(&rsurface.matrix, v, p);
8656 if (mins[0] > p[0]) mins[0] = p[0];
8657 if (mins[1] > p[1]) mins[1] = p[1];
8658 if (mins[2] > p[2]) mins[2] = p[2];
8659 if (maxs[0] < p[0]) maxs[0] = p[0];
8660 if (maxs[1] < p[1]) maxs[1] = p[1];
8661 if (maxs[2] < p[2]) maxs[2] = p[2];
8665 VectorCopy(p, mins);
8666 VectorCopy(p, maxs);
8669 if (!R_ScissorForBBox(mins, maxs, scissor))
8673 if (skyscissor[0] > scissor[0])
8675 skyscissor[2] += skyscissor[0] - scissor[0];
8676 skyscissor[0] = scissor[0];
8678 if (skyscissor[1] > scissor[1])
8680 skyscissor[3] += skyscissor[1] - scissor[1];
8681 skyscissor[1] = scissor[1];
8683 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8684 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8685 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8686 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8689 Vector4Copy(scissor, skyscissor);
8694 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8695 // skymasking on them, and Quake3 never did sky masking (unlike
8696 // software Quake and software Quake2), so disable the sky masking
8697 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8698 // and skymasking also looks very bad when noclipping outside the
8699 // level, so don't use it then either.
8700 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)
8702 R_Mesh_ResetTextureState();
8703 if (skyrendermasked)
8705 R_SetupShader_DepthOrShadow(false, false, false);
8706 // depth-only (masking)
8707 GL_ColorMask(0, 0, 0, 0);
8708 // just to make sure that braindead drivers don't draw
8709 // anything despite that colormask...
8710 GL_BlendFunc(GL_ZERO, GL_ONE);
8711 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8712 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8716 R_SetupShader_Generic_NoTexture(false, false);
8718 GL_BlendFunc(GL_ONE, GL_ZERO);
8719 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8720 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8721 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8724 if (skyrendermasked)
8725 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8727 R_Mesh_ResetTextureState();
8728 GL_Color(1, 1, 1, 1);
8731 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8732 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8733 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8735 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8739 // render screenspace normalmap to texture
8741 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8746 // bind lightmap texture
8748 // water/refraction/reflection/camera surfaces have to be handled specially
8749 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8751 int start, end, startplaneindex;
8752 for (start = 0;start < texturenumsurfaces;start = end)
8754 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8755 if(startplaneindex < 0)
8757 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8758 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8762 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8764 // now that we have a batch using the same planeindex, render it
8765 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8767 // render water or distortion background
8769 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8771 // blend surface on top
8772 GL_DepthMask(false);
8773 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8776 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8778 // render surface with reflection texture as input
8779 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8780 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8787 // render surface batch normally
8788 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8789 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8793 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8797 int texturesurfaceindex;
8799 const msurface_t *surface;
8800 float surfacecolor4f[4];
8802 // R_Mesh_ResetTextureState();
8803 R_SetupShader_Generic_NoTexture(false, false);
8805 GL_BlendFunc(GL_ONE, GL_ZERO);
8806 GL_DepthMask(writedepth);
8808 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8810 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8812 surface = texturesurfacelist[texturesurfaceindex];
8813 k = (int)(((size_t)surface) / sizeof(msurface_t));
8814 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8815 for (j = 0;j < surface->num_vertices;j++)
8817 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8821 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8825 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8828 RSurf_SetupDepthAndCulling();
8829 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8831 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8834 switch (vid.renderpath)
8836 case RENDERPATH_GL32:
8837 case RENDERPATH_GLES2:
8838 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8844 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8847 int texturenumsurfaces, endsurface;
8849 const msurface_t *surface;
8850 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8852 RSurf_ActiveModelEntity(ent, true, true, false);
8854 if (r_transparentdepthmasking.integer)
8856 qboolean setup = false;
8857 for (i = 0;i < numsurfaces;i = j)
8860 surface = rsurface.modelsurfaces + surfacelist[i];
8861 texture = surface->texture;
8862 rsurface.texture = R_GetCurrentTexture(texture);
8863 rsurface.lightmaptexture = NULL;
8864 rsurface.deluxemaptexture = NULL;
8865 rsurface.uselightmaptexture = false;
8866 // scan ahead until we find a different texture
8867 endsurface = min(i + 1024, numsurfaces);
8868 texturenumsurfaces = 0;
8869 texturesurfacelist[texturenumsurfaces++] = surface;
8870 for (;j < endsurface;j++)
8872 surface = rsurface.modelsurfaces + surfacelist[j];
8873 if (texture != surface->texture)
8875 texturesurfacelist[texturenumsurfaces++] = surface;
8877 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8879 // render the range of surfaces as depth
8883 GL_ColorMask(0,0,0,0);
8886 GL_BlendFunc(GL_ONE, GL_ZERO);
8888 // R_Mesh_ResetTextureState();
8890 RSurf_SetupDepthAndCulling();
8891 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8892 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8893 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8897 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8900 for (i = 0;i < numsurfaces;i = j)
8903 surface = rsurface.modelsurfaces + surfacelist[i];
8904 texture = surface->texture;
8905 rsurface.texture = R_GetCurrentTexture(texture);
8906 // scan ahead until we find a different texture
8907 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8908 texturenumsurfaces = 0;
8909 texturesurfacelist[texturenumsurfaces++] = surface;
8910 rsurface.lightmaptexture = surface->lightmaptexture;
8911 rsurface.deluxemaptexture = surface->deluxemaptexture;
8912 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8913 for (;j < endsurface;j++)
8915 surface = rsurface.modelsurfaces + surfacelist[j];
8916 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8918 texturesurfacelist[texturenumsurfaces++] = surface;
8920 // render the range of surfaces
8921 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
8923 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8926 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8928 // transparent surfaces get pushed off into the transparent queue
8929 int surfacelistindex;
8930 const msurface_t *surface;
8931 vec3_t tempcenter, center;
8932 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8934 surface = texturesurfacelist[surfacelistindex];
8935 if (r_transparent_sortsurfacesbynearest.integer)
8937 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8938 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8939 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8943 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8944 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8945 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8947 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8948 if (rsurface.entity->transparent_offset) // transparent offset
8950 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8951 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8952 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8954 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);
8958 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8960 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8962 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8964 RSurf_SetupDepthAndCulling();
8965 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8966 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8967 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8971 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8975 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8977 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8980 if (!rsurface.texture->currentnumlayers)
8982 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8983 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8985 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8987 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8988 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8989 else if (!rsurface.texture->currentnumlayers)
8991 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8993 // in the deferred case, transparent surfaces were queued during prepass
8994 if (!r_shadow_usingdeferredprepass)
8995 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8999 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9000 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9005 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9009 R_FrameData_SetMark();
9010 // break the surface list down into batches by texture and use of lightmapping
9011 for (i = 0;i < numsurfaces;i = j)
9014 // texture is the base texture pointer, rsurface.texture is the
9015 // current frame/skin the texture is directing us to use (for example
9016 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9017 // use skin 1 instead)
9018 texture = surfacelist[i]->texture;
9019 rsurface.texture = R_GetCurrentTexture(texture);
9020 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9022 // if this texture is not the kind we want, skip ahead to the next one
9023 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9027 if(depthonly || prepass)
9029 rsurface.lightmaptexture = NULL;
9030 rsurface.deluxemaptexture = NULL;
9031 rsurface.uselightmaptexture = false;
9032 // simply scan ahead until we find a different texture or lightmap state
9033 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9038 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9039 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9040 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9041 // simply scan ahead until we find a different texture or lightmap state
9042 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9045 // render the range of surfaces
9046 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9048 R_FrameData_ReturnToMark();
9051 float locboxvertex3f[6*4*3] =
9053 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9054 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9055 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9056 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9057 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9058 1,0,0, 0,0,0, 0,1,0, 1,1,0
9061 unsigned short locboxelements[6*2*3] =
9071 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9074 cl_locnode_t *loc = (cl_locnode_t *)ent;
9076 float vertex3f[6*4*3];
9078 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9079 GL_DepthMask(false);
9080 GL_DepthRange(0, 1);
9081 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9083 GL_CullFace(GL_NONE);
9084 R_EntityMatrix(&identitymatrix);
9086 // R_Mesh_ResetTextureState();
9089 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9090 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9091 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9092 surfacelist[0] < 0 ? 0.5f : 0.125f);
9094 if (VectorCompare(loc->mins, loc->maxs))
9096 VectorSet(size, 2, 2, 2);
9097 VectorMA(loc->mins, -0.5f, size, mins);
9101 VectorCopy(loc->mins, mins);
9102 VectorSubtract(loc->maxs, loc->mins, size);
9105 for (i = 0;i < 6*4*3;)
9106 for (j = 0;j < 3;j++, i++)
9107 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9109 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9110 R_SetupShader_Generic_NoTexture(false, false);
9111 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9114 void R_DrawLocs(void)
9117 cl_locnode_t *loc, *nearestloc;
9119 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9120 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9122 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9123 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9127 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9129 if (decalsystem->decals)
9130 Mem_Free(decalsystem->decals);
9131 memset(decalsystem, 0, sizeof(*decalsystem));
9134 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)
9140 // expand or initialize the system
9141 if (decalsystem->maxdecals <= decalsystem->numdecals)
9143 decalsystem_t old = *decalsystem;
9144 qboolean useshortelements;
9145 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9146 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9147 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)));
9148 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9149 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9150 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9151 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9152 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9153 if (decalsystem->numdecals)
9154 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9156 Mem_Free(old.decals);
9157 for (i = 0;i < decalsystem->maxdecals*3;i++)
9158 decalsystem->element3i[i] = i;
9159 if (useshortelements)
9160 for (i = 0;i < decalsystem->maxdecals*3;i++)
9161 decalsystem->element3s[i] = i;
9164 // grab a decal and search for another free slot for the next one
9165 decals = decalsystem->decals;
9166 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9167 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9169 decalsystem->freedecal = i;
9170 if (decalsystem->numdecals <= i)
9171 decalsystem->numdecals = i + 1;
9173 // initialize the decal
9175 decal->triangleindex = triangleindex;
9176 decal->surfaceindex = surfaceindex;
9177 decal->decalsequence = decalsequence;
9178 decal->color4f[0][0] = c0[0];
9179 decal->color4f[0][1] = c0[1];
9180 decal->color4f[0][2] = c0[2];
9181 decal->color4f[0][3] = 1;
9182 decal->color4f[1][0] = c1[0];
9183 decal->color4f[1][1] = c1[1];
9184 decal->color4f[1][2] = c1[2];
9185 decal->color4f[1][3] = 1;
9186 decal->color4f[2][0] = c2[0];
9187 decal->color4f[2][1] = c2[1];
9188 decal->color4f[2][2] = c2[2];
9189 decal->color4f[2][3] = 1;
9190 decal->vertex3f[0][0] = v0[0];
9191 decal->vertex3f[0][1] = v0[1];
9192 decal->vertex3f[0][2] = v0[2];
9193 decal->vertex3f[1][0] = v1[0];
9194 decal->vertex3f[1][1] = v1[1];
9195 decal->vertex3f[1][2] = v1[2];
9196 decal->vertex3f[2][0] = v2[0];
9197 decal->vertex3f[2][1] = v2[1];
9198 decal->vertex3f[2][2] = v2[2];
9199 decal->texcoord2f[0][0] = t0[0];
9200 decal->texcoord2f[0][1] = t0[1];
9201 decal->texcoord2f[1][0] = t1[0];
9202 decal->texcoord2f[1][1] = t1[1];
9203 decal->texcoord2f[2][0] = t2[0];
9204 decal->texcoord2f[2][1] = t2[1];
9205 TriangleNormal(v0, v1, v2, decal->plane);
9206 VectorNormalize(decal->plane);
9207 decal->plane[3] = DotProduct(v0, decal->plane);
9210 extern cvar_t cl_decals_bias;
9211 extern cvar_t cl_decals_models;
9212 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9213 // baseparms, parms, temps
9214 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9219 const float *vertex3f;
9220 const float *normal3f;
9222 float points[2][9][3];
9229 e = rsurface.modelelement3i + 3*triangleindex;
9231 vertex3f = rsurface.modelvertex3f;
9232 normal3f = rsurface.modelnormal3f;
9236 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9238 index = 3*e[cornerindex];
9239 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9244 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9246 index = 3*e[cornerindex];
9247 VectorCopy(vertex3f + index, v[cornerindex]);
9252 //TriangleNormal(v[0], v[1], v[2], normal);
9253 //if (DotProduct(normal, localnormal) < 0.0f)
9255 // clip by each of the box planes formed from the projection matrix
9256 // if anything survives, we emit the decal
9257 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]);
9260 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]);
9263 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]);
9266 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]);
9269 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]);
9272 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]);
9275 // some part of the triangle survived, so we have to accept it...
9278 // dynamic always uses the original triangle
9280 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9282 index = 3*e[cornerindex];
9283 VectorCopy(vertex3f + index, v[cornerindex]);
9286 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9288 // convert vertex positions to texcoords
9289 Matrix4x4_Transform(projection, v[cornerindex], temp);
9290 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9291 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9292 // calculate distance fade from the projection origin
9293 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9294 f = bound(0.0f, f, 1.0f);
9295 c[cornerindex][0] = r * f;
9296 c[cornerindex][1] = g * f;
9297 c[cornerindex][2] = b * f;
9298 c[cornerindex][3] = 1.0f;
9299 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9302 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);
9304 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9305 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);
9307 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)
9309 matrix4x4_t projection;
9310 decalsystem_t *decalsystem;
9313 const msurface_t *surface;
9314 const msurface_t *surfaces;
9315 const int *surfacelist;
9316 const texture_t *texture;
9319 int surfacelistindex;
9322 float localorigin[3];
9323 float localnormal[3];
9331 int bih_triangles_count;
9332 int bih_triangles[256];
9333 int bih_surfaces[256];
9335 decalsystem = &ent->decalsystem;
9337 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9339 R_DecalSystem_Reset(&ent->decalsystem);
9343 if (!model->brush.data_leafs && !cl_decals_models.integer)
9345 if (decalsystem->model)
9346 R_DecalSystem_Reset(decalsystem);
9350 if (decalsystem->model != model)
9351 R_DecalSystem_Reset(decalsystem);
9352 decalsystem->model = model;
9354 RSurf_ActiveModelEntity(ent, true, false, false);
9356 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9357 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9358 VectorNormalize(localnormal);
9359 localsize = worldsize*rsurface.inversematrixscale;
9360 localmins[0] = localorigin[0] - localsize;
9361 localmins[1] = localorigin[1] - localsize;
9362 localmins[2] = localorigin[2] - localsize;
9363 localmaxs[0] = localorigin[0] + localsize;
9364 localmaxs[1] = localorigin[1] + localsize;
9365 localmaxs[2] = localorigin[2] + localsize;
9367 //VectorCopy(localnormal, planes[4]);
9368 //VectorVectors(planes[4], planes[2], planes[0]);
9369 AnglesFromVectors(angles, localnormal, NULL, false);
9370 AngleVectors(angles, planes[0], planes[2], planes[4]);
9371 VectorNegate(planes[0], planes[1]);
9372 VectorNegate(planes[2], planes[3]);
9373 VectorNegate(planes[4], planes[5]);
9374 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9375 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9376 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9377 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9378 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9379 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9384 matrix4x4_t forwardprojection;
9385 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9386 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9391 float projectionvector[4][3];
9392 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9393 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9394 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9395 projectionvector[0][0] = planes[0][0] * ilocalsize;
9396 projectionvector[0][1] = planes[1][0] * ilocalsize;
9397 projectionvector[0][2] = planes[2][0] * ilocalsize;
9398 projectionvector[1][0] = planes[0][1] * ilocalsize;
9399 projectionvector[1][1] = planes[1][1] * ilocalsize;
9400 projectionvector[1][2] = planes[2][1] * ilocalsize;
9401 projectionvector[2][0] = planes[0][2] * ilocalsize;
9402 projectionvector[2][1] = planes[1][2] * ilocalsize;
9403 projectionvector[2][2] = planes[2][2] * ilocalsize;
9404 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9405 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9406 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9407 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9411 dynamic = model->surfmesh.isanimated;
9412 numsurfacelist = model->nummodelsurfaces;
9413 surfacelist = model->sortedmodelsurfaces;
9414 surfaces = model->data_surfaces;
9417 bih_triangles_count = -1;
9420 if(model->render_bih.numleafs)
9421 bih = &model->render_bih;
9422 else if(model->collision_bih.numleafs)
9423 bih = &model->collision_bih;
9426 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9427 if(bih_triangles_count == 0)
9429 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9431 if(bih_triangles_count > 0)
9433 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9435 surfaceindex = bih_surfaces[triangleindex];
9436 surface = surfaces + surfaceindex;
9437 texture = surface->texture;
9438 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9440 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9442 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9447 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9449 surfaceindex = surfacelist[surfacelistindex];
9450 surface = surfaces + surfaceindex;
9451 // check cull box first because it rejects more than any other check
9452 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9454 // skip transparent surfaces
9455 texture = surface->texture;
9456 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9458 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9460 numtriangles = surface->num_triangles;
9461 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9462 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9467 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9468 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)
9470 int renderentityindex;
9473 entity_render_t *ent;
9475 if (!cl_decals_newsystem.integer)
9478 worldmins[0] = worldorigin[0] - worldsize;
9479 worldmins[1] = worldorigin[1] - worldsize;
9480 worldmins[2] = worldorigin[2] - worldsize;
9481 worldmaxs[0] = worldorigin[0] + worldsize;
9482 worldmaxs[1] = worldorigin[1] + worldsize;
9483 worldmaxs[2] = worldorigin[2] + worldsize;
9485 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9487 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9489 ent = r_refdef.scene.entities[renderentityindex];
9490 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9493 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9497 typedef struct r_decalsystem_splatqueue_s
9504 unsigned int decalsequence;
9506 r_decalsystem_splatqueue_t;
9508 int r_decalsystem_numqueued = 0;
9509 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9511 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)
9513 r_decalsystem_splatqueue_t *queue;
9515 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9518 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9519 VectorCopy(worldorigin, queue->worldorigin);
9520 VectorCopy(worldnormal, queue->worldnormal);
9521 Vector4Set(queue->color, r, g, b, a);
9522 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9523 queue->worldsize = worldsize;
9524 queue->decalsequence = cl.decalsequence++;
9527 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9530 r_decalsystem_splatqueue_t *queue;
9532 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9533 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);
9534 r_decalsystem_numqueued = 0;
9537 extern cvar_t cl_decals_max;
9538 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9541 decalsystem_t *decalsystem = &ent->decalsystem;
9543 unsigned int killsequence;
9548 if (!decalsystem->numdecals)
9551 if (r_showsurfaces.integer)
9554 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9556 R_DecalSystem_Reset(decalsystem);
9560 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9561 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9563 if (decalsystem->lastupdatetime)
9564 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9567 decalsystem->lastupdatetime = r_refdef.scene.time;
9568 numdecals = decalsystem->numdecals;
9570 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9572 if (decal->color4f[0][3])
9574 decal->lived += frametime;
9575 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9577 memset(decal, 0, sizeof(*decal));
9578 if (decalsystem->freedecal > i)
9579 decalsystem->freedecal = i;
9583 decal = decalsystem->decals;
9584 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9587 // collapse the array by shuffling the tail decals into the gaps
9590 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9591 decalsystem->freedecal++;
9592 if (decalsystem->freedecal == numdecals)
9594 decal[decalsystem->freedecal] = decal[--numdecals];
9597 decalsystem->numdecals = numdecals;
9601 // if there are no decals left, reset decalsystem
9602 R_DecalSystem_Reset(decalsystem);
9606 extern skinframe_t *decalskinframe;
9607 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9610 decalsystem_t *decalsystem = &ent->decalsystem;
9619 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9622 numdecals = decalsystem->numdecals;
9626 if (r_showsurfaces.integer)
9629 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9631 R_DecalSystem_Reset(decalsystem);
9635 // if the model is static it doesn't matter what value we give for
9636 // wantnormals and wanttangents, so this logic uses only rules applicable
9637 // to a model, knowing that they are meaningless otherwise
9638 RSurf_ActiveModelEntity(ent, false, false, false);
9640 decalsystem->lastupdatetime = r_refdef.scene.time;
9642 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9644 // update vertex positions for animated models
9645 v3f = decalsystem->vertex3f;
9646 c4f = decalsystem->color4f;
9647 t2f = decalsystem->texcoord2f;
9648 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9650 if (!decal->color4f[0][3])
9653 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9657 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9660 // update color values for fading decals
9661 if (decal->lived >= cl_decals_time.value)
9662 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9666 c4f[ 0] = decal->color4f[0][0] * alpha;
9667 c4f[ 1] = decal->color4f[0][1] * alpha;
9668 c4f[ 2] = decal->color4f[0][2] * alpha;
9670 c4f[ 4] = decal->color4f[1][0] * alpha;
9671 c4f[ 5] = decal->color4f[1][1] * alpha;
9672 c4f[ 6] = decal->color4f[1][2] * alpha;
9674 c4f[ 8] = decal->color4f[2][0] * alpha;
9675 c4f[ 9] = decal->color4f[2][1] * alpha;
9676 c4f[10] = decal->color4f[2][2] * alpha;
9679 t2f[0] = decal->texcoord2f[0][0];
9680 t2f[1] = decal->texcoord2f[0][1];
9681 t2f[2] = decal->texcoord2f[1][0];
9682 t2f[3] = decal->texcoord2f[1][1];
9683 t2f[4] = decal->texcoord2f[2][0];
9684 t2f[5] = decal->texcoord2f[2][1];
9686 // update vertex positions for animated models
9687 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9689 e = rsurface.modelelement3i + 3*decal->triangleindex;
9690 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9691 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9692 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9696 VectorCopy(decal->vertex3f[0], v3f);
9697 VectorCopy(decal->vertex3f[1], v3f + 3);
9698 VectorCopy(decal->vertex3f[2], v3f + 6);
9701 if (r_refdef.fogenabled)
9703 alpha = RSurf_FogVertex(v3f);
9704 VectorScale(c4f, alpha, c4f);
9705 alpha = RSurf_FogVertex(v3f + 3);
9706 VectorScale(c4f + 4, alpha, c4f + 4);
9707 alpha = RSurf_FogVertex(v3f + 6);
9708 VectorScale(c4f + 8, alpha, c4f + 8);
9719 r_refdef.stats[r_stat_drawndecals] += numtris;
9721 // now render the decals all at once
9722 // (this assumes they all use one particle font texture!)
9723 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);
9724 // R_Mesh_ResetTextureState();
9725 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9726 GL_DepthMask(false);
9727 GL_DepthRange(0, 1);
9728 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9730 GL_CullFace(GL_NONE);
9731 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9732 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9733 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9737 static void R_DrawModelDecals(void)
9741 // fade faster when there are too many decals
9742 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9743 for (i = 0;i < r_refdef.scene.numentities;i++)
9744 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9746 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9747 for (i = 0;i < r_refdef.scene.numentities;i++)
9748 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9749 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9751 R_DecalSystem_ApplySplatEntitiesQueue();
9753 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9754 for (i = 0;i < r_refdef.scene.numentities;i++)
9755 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9757 r_refdef.stats[r_stat_totaldecals] += numdecals;
9759 if (r_showsurfaces.integer)
9762 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9764 for (i = 0;i < r_refdef.scene.numentities;i++)
9766 if (!r_refdef.viewcache.entityvisible[i])
9768 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9769 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9773 extern cvar_t mod_collision_bih;
9774 static void R_DrawDebugModel(void)
9776 entity_render_t *ent = rsurface.entity;
9777 int i, j, flagsmask;
9778 const msurface_t *surface;
9779 dp_model_t *model = ent->model;
9781 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9784 if (r_showoverdraw.value > 0)
9786 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9787 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9788 R_SetupShader_Generic_NoTexture(false, false);
9789 GL_DepthTest(false);
9790 GL_DepthMask(false);
9791 GL_DepthRange(0, 1);
9792 GL_BlendFunc(GL_ONE, GL_ONE);
9793 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9795 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9797 rsurface.texture = R_GetCurrentTexture(surface->texture);
9798 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9800 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9801 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9802 if (!rsurface.texture->currentlayers->depthmask)
9803 GL_Color(c, 0, 0, 1.0f);
9804 else if (ent == r_refdef.scene.worldentity)
9805 GL_Color(c, c, c, 1.0f);
9807 GL_Color(0, c, 0, 1.0f);
9808 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9812 rsurface.texture = NULL;
9815 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9817 // R_Mesh_ResetTextureState();
9818 R_SetupShader_Generic_NoTexture(false, false);
9819 GL_DepthRange(0, 1);
9820 GL_DepthTest(!r_showdisabledepthtest.integer);
9821 GL_DepthMask(false);
9822 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9824 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9828 qboolean cullbox = false;
9829 const q3mbrush_t *brush;
9830 const bih_t *bih = &model->collision_bih;
9831 const bih_leaf_t *bihleaf;
9832 float vertex3f[3][3];
9833 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9834 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9836 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9838 switch (bihleaf->type)
9841 brush = model->brush.data_brushes + bihleaf->itemindex;
9842 if (brush->colbrushf && brush->colbrushf->numtriangles)
9844 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);
9845 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9846 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9849 case BIH_COLLISIONTRIANGLE:
9850 triangleindex = bihleaf->itemindex;
9851 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9852 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9853 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9854 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);
9855 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9856 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9858 case BIH_RENDERTRIANGLE:
9859 triangleindex = bihleaf->itemindex;
9860 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9861 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9862 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9863 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);
9864 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9865 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9871 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9874 if (r_showtris.value > 0 && qglPolygonMode)
9876 if (r_showdisabledepthtest.integer)
9878 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9879 GL_DepthMask(false);
9883 GL_BlendFunc(GL_ONE, GL_ZERO);
9886 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9887 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9889 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9891 rsurface.texture = R_GetCurrentTexture(surface->texture);
9892 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9894 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9895 if (!rsurface.texture->currentlayers->depthmask)
9896 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9897 else if (ent == r_refdef.scene.worldentity)
9898 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9900 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9901 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9905 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9906 rsurface.texture = NULL;
9910 // FIXME! implement r_shownormals with just triangles
9911 if (r_shownormals.value != 0 && qglBegin)
9915 if (r_showdisabledepthtest.integer)
9917 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9918 GL_DepthMask(false);
9922 GL_BlendFunc(GL_ONE, GL_ZERO);
9925 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9927 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9929 rsurface.texture = R_GetCurrentTexture(surface->texture);
9930 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9932 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9934 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9936 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9938 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9939 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9940 qglVertex3f(v[0], v[1], v[2]);
9941 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9942 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9943 qglVertex3f(v[0], v[1], v[2]);
9946 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9948 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9950 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9951 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9952 qglVertex3f(v[0], v[1], v[2]);
9953 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9954 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9955 qglVertex3f(v[0], v[1], v[2]);
9958 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9960 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9962 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9963 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9964 qglVertex3f(v[0], v[1], v[2]);
9965 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9966 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9967 qglVertex3f(v[0], v[1], v[2]);
9970 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9972 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9974 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9975 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9976 qglVertex3f(v[0], v[1], v[2]);
9977 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9978 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9979 qglVertex3f(v[0], v[1], v[2]);
9986 rsurface.texture = NULL;
9992 int r_maxsurfacelist = 0;
9993 const msurface_t **r_surfacelist = NULL;
9994 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
9996 int i, j, endj, flagsmask;
9997 dp_model_t *model = ent->model;
9998 msurface_t *surfaces;
9999 unsigned char *update;
10000 int numsurfacelist = 0;
10004 if (r_maxsurfacelist < model->num_surfaces)
10006 r_maxsurfacelist = model->num_surfaces;
10008 Mem_Free((msurface_t **)r_surfacelist);
10009 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10012 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10013 RSurf_ActiveModelEntity(ent, false, false, false);
10015 RSurf_ActiveModelEntity(ent, true, true, true);
10016 else if (depthonly)
10017 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10019 RSurf_ActiveModelEntity(ent, true, true, false);
10021 surfaces = model->data_surfaces;
10022 update = model->brushq1.lightmapupdateflags;
10024 // update light styles
10025 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10027 model_brush_lightstyleinfo_t *style;
10028 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10030 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10032 int *list = style->surfacelist;
10033 style->value = r_refdef.scene.lightstylevalue[style->style];
10034 for (j = 0;j < style->numsurfaces;j++)
10035 update[list[j]] = true;
10040 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10044 R_DrawDebugModel();
10045 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10049 rsurface.lightmaptexture = NULL;
10050 rsurface.deluxemaptexture = NULL;
10051 rsurface.uselightmaptexture = false;
10052 rsurface.texture = NULL;
10053 rsurface.rtlight = NULL;
10054 numsurfacelist = 0;
10055 // add visible surfaces to draw list
10056 if (ent == r_refdef.scene.worldentity)
10058 // for the world entity, check surfacevisible
10059 for (i = 0;i < model->nummodelsurfaces;i++)
10061 j = model->sortedmodelsurfaces[i];
10062 if (r_refdef.viewcache.world_surfacevisible[j])
10063 r_surfacelist[numsurfacelist++] = surfaces + j;
10068 // for ui we have to preserve the order of surfaces
10069 for (i = 0; i < model->nummodelsurfaces; i++)
10070 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10074 // add all surfaces
10075 for (i = 0; i < model->nummodelsurfaces; i++)
10076 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10078 // don't do anything if there were no surfaces
10079 if (!numsurfacelist)
10081 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10084 // update lightmaps if needed
10088 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10093 R_BuildLightMap(ent, surfaces + j);
10098 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10100 // add to stats if desired
10101 if (r_speeds.integer && !skysurfaces && !depthonly)
10103 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10104 for (j = 0;j < numsurfacelist;j++)
10105 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10108 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10111 void R_DebugLine(vec3_t start, vec3_t end)
10113 dp_model_t *mod = CL_Mesh_UI();
10115 int e0, e1, e2, e3;
10116 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10117 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10118 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10121 // transform to screen coords first
10122 Vector4Set(w[0], start[0], start[1], start[2], 1);
10123 Vector4Set(w[1], end[0], end[1], end[2], 1);
10124 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10125 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10126 x1 = s[0][0] * vid_conwidth.value / vid.width;
10127 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10128 x2 = s[1][0] * vid_conwidth.value / vid.width;
10129 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10130 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10132 // add the line to the UI mesh for drawing later
10134 // width is measured in real pixels
10135 if (fabs(x2 - x1) > fabs(y2 - y1))
10138 offsety = 0.5f * width * vid_conheight.value / vid.height;
10142 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10145 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10146 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10147 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10148 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10149 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10150 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10151 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10156 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10159 static texture_t texture;
10160 static msurface_t surface;
10161 const msurface_t *surfacelist = &surface;
10163 // fake enough texture and surface state to render this geometry
10165 texture.update_lastrenderframe = -1; // regenerate this texture
10166 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10167 texture.basealpha = 1.0f;
10168 texture.currentskinframe = skinframe;
10169 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10170 texture.offsetmapping = OFFSETMAPPING_OFF;
10171 texture.offsetscale = 1;
10172 texture.specularscalemod = 1;
10173 texture.specularpowermod = 1;
10174 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10175 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10176 // JUST GREP FOR "specularscalemod = 1".
10178 for (q = 0; q < 3; q++)
10180 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10181 texture.render_modellight_lightdir[q] = q == 2;
10182 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10183 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10184 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10185 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10186 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10187 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10188 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10189 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10191 texture.currentalpha = 1.0f;
10193 surface.texture = &texture;
10194 surface.num_triangles = numtriangles;
10195 surface.num_firsttriangle = firsttriangle;
10196 surface.num_vertices = numvertices;
10197 surface.num_firstvertex = firstvertex;
10200 rsurface.texture = R_GetCurrentTexture(surface.texture);
10201 rsurface.lightmaptexture = NULL;
10202 rsurface.deluxemaptexture = NULL;
10203 rsurface.uselightmaptexture = false;
10204 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10207 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10209 static msurface_t surface;
10210 const msurface_t *surfacelist = &surface;
10212 // fake enough texture and surface state to render this geometry
10213 surface.texture = texture;
10214 surface.num_triangles = numtriangles;
10215 surface.num_firsttriangle = firsttriangle;
10216 surface.num_vertices = numvertices;
10217 surface.num_firstvertex = firstvertex;
10220 rsurface.texture = R_GetCurrentTexture(surface.texture);
10221 rsurface.lightmaptexture = NULL;
10222 rsurface.deluxemaptexture = NULL;
10223 rsurface.uselightmaptexture = false;
10224 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);