2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 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!"};
54 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!"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 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)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 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"};
60 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"};
61 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"};
62 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"};
63 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"};
64 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"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 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"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 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)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 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"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 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"};
80 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"};
81 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"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 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)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 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"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 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"};
91 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"};
92 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"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 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)"};
101 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)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 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."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 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."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 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"};
125 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"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 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"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
135 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
136 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
138 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
139 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
140 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
141 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
142 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
143 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
144 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
145 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
147 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)"};
148 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"};
150 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
151 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
152 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
154 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"};
155 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"};
156 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"};
157 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
158 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
159 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"};
160 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)"};
161 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)"};
162 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
164 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)"};
165 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
166 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)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
168 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)"};
169 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)"};
170 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
171 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"};
172 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."};
173 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
174 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)"};
175 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)"};
176 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)"};
177 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)"};
178 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)"};
179 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)"};
180 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)"};
181 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)"};
183 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)"};
184 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
185 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"};
186 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
187 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
188 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
189 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"};
190 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"};
191 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
193 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
194 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
195 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
196 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
198 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
199 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
201 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
202 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
203 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
204 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
205 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
206 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
208 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
209 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
210 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
211 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
212 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
213 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
214 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
215 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
216 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
217 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
219 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"};
221 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"};
223 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
225 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
227 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
228 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"};
230 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."};
232 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)"};
234 extern cvar_t v_glslgamma;
235 extern cvar_t v_glslgamma_2d;
237 extern qboolean v_flipped_state;
239 r_framebufferstate_t r_fb;
241 /// shadow volume bsp struct with automatically growing nodes buffer
244 rtexture_t *r_texture_blanknormalmap;
245 rtexture_t *r_texture_white;
246 rtexture_t *r_texture_grey128;
247 rtexture_t *r_texture_black;
248 rtexture_t *r_texture_notexture;
249 rtexture_t *r_texture_whitecube;
250 rtexture_t *r_texture_normalizationcube;
251 rtexture_t *r_texture_fogattenuation;
252 rtexture_t *r_texture_fogheighttexture;
253 rtexture_t *r_texture_gammaramps;
254 unsigned int r_texture_gammaramps_serial;
255 //rtexture_t *r_texture_fogintensity;
256 rtexture_t *r_texture_reflectcube;
258 // TODO: hash lookups?
259 typedef struct cubemapinfo_s
266 int r_texture_numcubemaps;
267 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
269 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
270 unsigned int r_numqueries;
271 unsigned int r_maxqueries;
273 typedef struct r_qwskincache_s
275 char name[MAX_QPATH];
276 skinframe_t *skinframe;
280 static r_qwskincache_t *r_qwskincache;
281 static int r_qwskincache_size;
283 /// vertex coordinates for a quad that covers the screen exactly
284 extern const float r_screenvertex3f[12];
285 extern const float r_d3dscreenvertex3f[12];
286 const float r_screenvertex3f[12] =
293 const float r_d3dscreenvertex3f[12] =
301 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
304 for (i = 0;i < verts;i++)
315 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
318 for (i = 0;i < verts;i++)
328 // FIXME: move this to client?
331 if (gamemode == GAME_NEHAHRA)
333 Cvar_Set("gl_fogenable", "0");
334 Cvar_Set("gl_fogdensity", "0.2");
335 Cvar_Set("gl_fogred", "0.3");
336 Cvar_Set("gl_foggreen", "0.3");
337 Cvar_Set("gl_fogblue", "0.3");
339 r_refdef.fog_density = 0;
340 r_refdef.fog_red = 0;
341 r_refdef.fog_green = 0;
342 r_refdef.fog_blue = 0;
343 r_refdef.fog_alpha = 1;
344 r_refdef.fog_start = 0;
345 r_refdef.fog_end = 16384;
346 r_refdef.fog_height = 1<<30;
347 r_refdef.fog_fadedepth = 128;
348 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
351 static void R_BuildBlankTextures(void)
353 unsigned char data[4];
354 data[2] = 128; // normal X
355 data[1] = 128; // normal Y
356 data[0] = 255; // normal Z
357 data[3] = 255; // height
358 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
363 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
368 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
373 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
376 static void R_BuildNoTexture(void)
379 unsigned char pix[16][16][4];
380 // this makes a light grey/dark grey checkerboard texture
381 for (y = 0;y < 16;y++)
383 for (x = 0;x < 16;x++)
385 if ((y < 8) ^ (x < 8))
401 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
404 static void R_BuildWhiteCube(void)
406 unsigned char data[6*1*1*4];
407 memset(data, 255, sizeof(data));
408 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
411 static void R_BuildNormalizationCube(void)
415 vec_t s, t, intensity;
418 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
419 for (side = 0;side < 6;side++)
421 for (y = 0;y < NORMSIZE;y++)
423 for (x = 0;x < NORMSIZE;x++)
425 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
426 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
461 intensity = 127.0f / sqrt(DotProduct(v, v));
462 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
463 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
464 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
465 data[((side*64+y)*64+x)*4+3] = 255;
469 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
473 static void R_BuildFogTexture(void)
477 unsigned char data1[FOGWIDTH][4];
478 //unsigned char data2[FOGWIDTH][4];
481 r_refdef.fogmasktable_start = r_refdef.fog_start;
482 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
483 r_refdef.fogmasktable_range = r_refdef.fogrange;
484 r_refdef.fogmasktable_density = r_refdef.fog_density;
486 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
487 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
489 d = (x * r - r_refdef.fogmasktable_start);
490 if(developer_extra.integer)
491 Con_DPrintf("%f ", d);
493 if (r_fog_exp2.integer)
494 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
496 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
497 if(developer_extra.integer)
498 Con_DPrintf(" : %f ", alpha);
499 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
500 if(developer_extra.integer)
501 Con_DPrintf(" = %f\n", alpha);
502 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
505 for (x = 0;x < FOGWIDTH;x++)
507 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
512 //data2[x][0] = 255 - b;
513 //data2[x][1] = 255 - b;
514 //data2[x][2] = 255 - b;
517 if (r_texture_fogattenuation)
519 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
520 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
524 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
525 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
529 static void R_BuildFogHeightTexture(void)
531 unsigned char *inpixels;
539 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
540 if (r_refdef.fogheighttexturename[0])
541 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
544 r_refdef.fog_height_tablesize = 0;
545 if (r_texture_fogheighttexture)
546 R_FreeTexture(r_texture_fogheighttexture);
547 r_texture_fogheighttexture = NULL;
548 if (r_refdef.fog_height_table2d)
549 Mem_Free(r_refdef.fog_height_table2d);
550 r_refdef.fog_height_table2d = NULL;
551 if (r_refdef.fog_height_table1d)
552 Mem_Free(r_refdef.fog_height_table1d);
553 r_refdef.fog_height_table1d = NULL;
557 r_refdef.fog_height_tablesize = size;
558 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
559 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
560 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
562 // LordHavoc: now the magic - what is that table2d for? it is a cooked
563 // average fog color table accounting for every fog layer between a point
564 // and the camera. (Note: attenuation is handled separately!)
565 for (y = 0;y < size;y++)
567 for (x = 0;x < size;x++)
573 for (j = x;j <= y;j++)
575 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
581 for (j = x;j >= y;j--)
583 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
588 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
589 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
590 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
591 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
594 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
597 //=======================================================================================================================================================
599 static const char *builtinshaderstring =
600 #include "shader_glsl.h"
603 const char *builtinhlslshaderstring =
604 #include "shader_hlsl.h"
607 char *glslshaderstring = NULL;
608 char *hlslshaderstring = NULL;
610 //=======================================================================================================================================================
612 typedef struct shaderpermutationinfo_s
617 shaderpermutationinfo_t;
619 typedef struct shadermodeinfo_s
621 const char *vertexfilename;
622 const char *geometryfilename;
623 const char *fragmentfilename;
629 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
630 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
632 {"#define USEDIFFUSE\n", " diffuse"},
633 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
634 {"#define USEVIEWTINT\n", " viewtint"},
635 {"#define USECOLORMAPPING\n", " colormapping"},
636 {"#define USESATURATION\n", " saturation"},
637 {"#define USEFOGINSIDE\n", " foginside"},
638 {"#define USEFOGOUTSIDE\n", " fogoutside"},
639 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
640 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
641 {"#define USEGAMMARAMPS\n", " gammaramps"},
642 {"#define USECUBEFILTER\n", " cubefilter"},
643 {"#define USEGLOW\n", " glow"},
644 {"#define USEBLOOM\n", " bloom"},
645 {"#define USESPECULAR\n", " specular"},
646 {"#define USEPOSTPROCESSING\n", " postprocessing"},
647 {"#define USEREFLECTION\n", " reflection"},
648 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
649 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
650 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
651 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
652 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
653 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
654 {"#define USEALPHAKILL\n", " alphakill"},
655 {"#define USEREFLECTCUBE\n", " reflectcube"},
656 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
657 {"#define USEBOUNCEGRID\n", " bouncegrid"},
658 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
659 {"#define USETRIPPY\n", " trippy"},
660 {"#define USEDEPTHRGB\n", " depthrgb"},
661 {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
664 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
665 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
682 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
683 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
684 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
687 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
704 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
705 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
706 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
709 struct r_glsl_permutation_s;
710 typedef struct r_glsl_permutation_s
713 struct r_glsl_permutation_s *hashnext;
715 unsigned int permutation;
717 /// indicates if we have tried compiling this permutation already
719 /// 0 if compilation failed
721 // texture units assigned to each detected uniform
722 int tex_Texture_First;
723 int tex_Texture_Second;
724 int tex_Texture_GammaRamps;
725 int tex_Texture_Normal;
726 int tex_Texture_Color;
727 int tex_Texture_Gloss;
728 int tex_Texture_Glow;
729 int tex_Texture_SecondaryNormal;
730 int tex_Texture_SecondaryColor;
731 int tex_Texture_SecondaryGloss;
732 int tex_Texture_SecondaryGlow;
733 int tex_Texture_Pants;
734 int tex_Texture_Shirt;
735 int tex_Texture_FogHeightTexture;
736 int tex_Texture_FogMask;
737 int tex_Texture_Lightmap;
738 int tex_Texture_Deluxemap;
739 int tex_Texture_Attenuation;
740 int tex_Texture_Cube;
741 int tex_Texture_Refraction;
742 int tex_Texture_Reflection;
743 int tex_Texture_ShadowMap2D;
744 int tex_Texture_CubeProjection;
745 int tex_Texture_ScreenNormalMap;
746 int tex_Texture_ScreenDiffuse;
747 int tex_Texture_ScreenSpecular;
748 int tex_Texture_ReflectMask;
749 int tex_Texture_ReflectCube;
750 int tex_Texture_BounceGrid;
751 /// locations of detected uniforms in program object, or -1 if not found
752 int loc_Texture_First;
753 int loc_Texture_Second;
754 int loc_Texture_GammaRamps;
755 int loc_Texture_Normal;
756 int loc_Texture_Color;
757 int loc_Texture_Gloss;
758 int loc_Texture_Glow;
759 int loc_Texture_SecondaryNormal;
760 int loc_Texture_SecondaryColor;
761 int loc_Texture_SecondaryGloss;
762 int loc_Texture_SecondaryGlow;
763 int loc_Texture_Pants;
764 int loc_Texture_Shirt;
765 int loc_Texture_FogHeightTexture;
766 int loc_Texture_FogMask;
767 int loc_Texture_Lightmap;
768 int loc_Texture_Deluxemap;
769 int loc_Texture_Attenuation;
770 int loc_Texture_Cube;
771 int loc_Texture_Refraction;
772 int loc_Texture_Reflection;
773 int loc_Texture_ShadowMap2D;
774 int loc_Texture_CubeProjection;
775 int loc_Texture_ScreenNormalMap;
776 int loc_Texture_ScreenDiffuse;
777 int loc_Texture_ScreenSpecular;
778 int loc_Texture_ReflectMask;
779 int loc_Texture_ReflectCube;
780 int loc_Texture_BounceGrid;
782 int loc_BloomBlur_Parameters;
784 int loc_Color_Ambient;
785 int loc_Color_Diffuse;
786 int loc_Color_Specular;
790 int loc_DeferredColor_Ambient;
791 int loc_DeferredColor_Diffuse;
792 int loc_DeferredColor_Specular;
793 int loc_DeferredMod_Diffuse;
794 int loc_DeferredMod_Specular;
795 int loc_DistortScaleRefractReflect;
798 int loc_FogHeightFade;
800 int loc_FogPlaneViewDist;
801 int loc_FogRangeRecip;
804 int loc_LightPosition;
805 int loc_OffsetMapping_ScaleSteps;
806 int loc_OffsetMapping_LodDistance;
807 int loc_OffsetMapping_Bias;
809 int loc_ReflectColor;
810 int loc_ReflectFactor;
811 int loc_ReflectOffset;
812 int loc_RefractColor;
814 int loc_ScreenCenterRefractReflect;
815 int loc_ScreenScaleRefractReflect;
816 int loc_ScreenToDepth;
817 int loc_ShadowMap_Parameters;
818 int loc_ShadowMap_TextureScale;
819 int loc_SpecularPower;
824 int loc_ViewTintColor;
826 int loc_ModelToLight;
828 int loc_BackgroundTexMatrix;
829 int loc_ModelViewProjectionMatrix;
830 int loc_ModelViewMatrix;
831 int loc_PixelToScreenTexCoord;
832 int loc_ModelToReflectCube;
833 int loc_ShadowMapMatrix;
834 int loc_BloomColorSubtract;
835 int loc_NormalmapScrollBlend;
836 int loc_BounceGridMatrix;
837 int loc_BounceGridIntensity;
839 r_glsl_permutation_t;
841 #define SHADERPERMUTATION_HASHSIZE 256
844 // non-degradable "lightweight" shader parameters to keep the permutations simpler
845 // these can NOT degrade! only use for simple stuff
848 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
849 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
850 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
851 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
852 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
853 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
854 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
855 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
856 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
857 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
858 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
859 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
860 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
862 #define SHADERSTATICPARMS_COUNT 13
864 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
865 static int shaderstaticparms_count = 0;
867 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
868 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
870 extern qboolean r_shadow_shadowmapsampler;
871 extern int r_shadow_shadowmappcf;
872 qboolean R_CompileShader_CheckStaticParms(void)
874 static int r_compileshader_staticparms_save[1];
875 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
876 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
879 if (r_glsl_saturation_redcompensate.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
881 if (r_glsl_vertextextureblend_usebothalphas.integer)
882 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
883 if (r_shadow_glossexact.integer)
884 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
885 if (r_glsl_postprocess.integer)
887 if (r_glsl_postprocess_uservec1_enable.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
889 if (r_glsl_postprocess_uservec2_enable.integer)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
891 if (r_glsl_postprocess_uservec3_enable.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
893 if (r_glsl_postprocess_uservec4_enable.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
896 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
899 if (r_shadow_shadowmapsampler)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
901 if (r_shadow_shadowmappcf > 1)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
903 else if (r_shadow_shadowmappcf)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
905 if (r_celshading.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
907 if (r_celoutlines.integer)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
910 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
913 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
914 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
915 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
917 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
918 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
920 shaderstaticparms_count = 0;
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
938 /// information about each possible shader permutation
939 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
940 /// currently selected permutation
941 r_glsl_permutation_t *r_glsl_permutation;
942 /// storage for permutations linked in the hash table
943 memexpandablearray_t r_glsl_permutationarray;
945 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
947 //unsigned int hashdepth = 0;
948 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
949 r_glsl_permutation_t *p;
950 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
952 if (p->mode == mode && p->permutation == permutation)
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
960 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
962 p->permutation = permutation;
963 p->hashnext = r_glsl_permutationhash[mode][hashindex];
964 r_glsl_permutationhash[mode][hashindex] = p;
965 //if (hashdepth > 10)
966 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
970 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
973 if (!filename || !filename[0])
975 if (!strcmp(filename, "glsl/default.glsl"))
977 if (!glslshaderstring)
979 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
980 if (glslshaderstring)
981 Con_DPrintf("Loading shaders from file %s...\n", filename);
983 glslshaderstring = (char *)builtinshaderstring;
985 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
986 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
989 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
992 if (printfromdisknotice)
993 Con_DPrintf("from disk %s... ", filename);
999 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1003 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1004 char *vertexstring, *geometrystring, *fragmentstring;
1005 char permutationname[256];
1006 int vertstrings_count = 0;
1007 int geomstrings_count = 0;
1008 int fragstrings_count = 0;
1009 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1010 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1011 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1018 permutationname[0] = 0;
1019 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1020 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1021 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1023 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1025 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1026 if(vid.support.gl20shaders130)
1028 vertstrings_list[vertstrings_count++] = "#version 130\n";
1029 geomstrings_list[geomstrings_count++] = "#version 130\n";
1030 fragstrings_list[fragstrings_count++] = "#version 130\n";
1031 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1032 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1033 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1036 // the first pretext is which type of shader to compile as
1037 // (later these will all be bound together as a program object)
1038 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1039 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1040 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1042 // the second pretext is the mode (for example a light source)
1043 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1044 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1045 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1046 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1048 // now add all the permutation pretexts
1049 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1051 if (permutation & (1<<i))
1053 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1054 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1055 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1056 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1060 // keep line numbers correct
1061 vertstrings_list[vertstrings_count++] = "\n";
1062 geomstrings_list[geomstrings_count++] = "\n";
1063 fragstrings_list[fragstrings_count++] = "\n";
1068 R_CompileShader_AddStaticParms(mode, permutation);
1069 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1070 vertstrings_count += shaderstaticparms_count;
1071 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1072 geomstrings_count += shaderstaticparms_count;
1073 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1074 fragstrings_count += shaderstaticparms_count;
1076 // now append the shader text itself
1077 vertstrings_list[vertstrings_count++] = vertexstring;
1078 geomstrings_list[geomstrings_count++] = geometrystring;
1079 fragstrings_list[fragstrings_count++] = fragmentstring;
1081 // if any sources were NULL, clear the respective list
1083 vertstrings_count = 0;
1084 if (!geometrystring)
1085 geomstrings_count = 0;
1086 if (!fragmentstring)
1087 fragstrings_count = 0;
1089 // compile the shader program
1090 if (vertstrings_count + geomstrings_count + fragstrings_count)
1091 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1095 qglUseProgram(p->program);CHECKGLERROR
1096 // look up all the uniform variable names we care about, so we don't
1097 // have to look them up every time we set them
1099 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1100 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1101 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1102 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1103 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1104 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1105 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1106 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1107 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1108 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1109 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1110 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1111 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1112 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1113 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1114 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1115 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1116 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1117 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1118 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1119 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1120 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1121 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1122 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1123 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1124 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1125 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1126 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1127 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1128 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1129 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1130 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1131 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1132 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1133 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1134 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1135 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1136 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1137 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1138 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1139 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1140 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1141 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1142 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1143 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1144 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1145 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1146 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1147 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1148 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1149 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1150 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1151 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1152 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1153 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1154 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1155 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1156 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1157 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1158 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1159 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1160 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1161 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1162 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1163 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1164 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1165 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1166 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1167 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1168 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1169 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1170 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1171 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1172 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1173 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1174 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1175 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1176 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1177 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1178 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1179 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1180 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1181 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1182 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1183 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1184 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1185 // initialize the samplers to refer to the texture units we use
1186 p->tex_Texture_First = -1;
1187 p->tex_Texture_Second = -1;
1188 p->tex_Texture_GammaRamps = -1;
1189 p->tex_Texture_Normal = -1;
1190 p->tex_Texture_Color = -1;
1191 p->tex_Texture_Gloss = -1;
1192 p->tex_Texture_Glow = -1;
1193 p->tex_Texture_SecondaryNormal = -1;
1194 p->tex_Texture_SecondaryColor = -1;
1195 p->tex_Texture_SecondaryGloss = -1;
1196 p->tex_Texture_SecondaryGlow = -1;
1197 p->tex_Texture_Pants = -1;
1198 p->tex_Texture_Shirt = -1;
1199 p->tex_Texture_FogHeightTexture = -1;
1200 p->tex_Texture_FogMask = -1;
1201 p->tex_Texture_Lightmap = -1;
1202 p->tex_Texture_Deluxemap = -1;
1203 p->tex_Texture_Attenuation = -1;
1204 p->tex_Texture_Cube = -1;
1205 p->tex_Texture_Refraction = -1;
1206 p->tex_Texture_Reflection = -1;
1207 p->tex_Texture_ShadowMap2D = -1;
1208 p->tex_Texture_CubeProjection = -1;
1209 p->tex_Texture_ScreenNormalMap = -1;
1210 p->tex_Texture_ScreenDiffuse = -1;
1211 p->tex_Texture_ScreenSpecular = -1;
1212 p->tex_Texture_ReflectMask = -1;
1213 p->tex_Texture_ReflectCube = -1;
1214 p->tex_Texture_BounceGrid = -1;
1216 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1217 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1218 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1219 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1220 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1221 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1222 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1223 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1224 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1226 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1227 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1228 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1229 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1230 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1231 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1232 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1233 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1234 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1235 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1236 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1237 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1238 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1239 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1240 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1241 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1242 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1243 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1244 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1246 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1249 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1253 Mem_Free(vertexstring);
1255 Mem_Free(geometrystring);
1257 Mem_Free(fragmentstring);
1260 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1262 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1263 if (r_glsl_permutation != perm)
1265 r_glsl_permutation = perm;
1266 if (!r_glsl_permutation->program)
1268 if (!r_glsl_permutation->compiled)
1269 R_GLSL_CompilePermutation(perm, mode, permutation);
1270 if (!r_glsl_permutation->program)
1272 // remove features until we find a valid permutation
1274 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1276 // reduce i more quickly whenever it would not remove any bits
1277 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1278 if (!(permutation & j))
1281 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1282 if (!r_glsl_permutation->compiled)
1283 R_GLSL_CompilePermutation(perm, mode, permutation);
1284 if (r_glsl_permutation->program)
1287 if (i >= SHADERPERMUTATION_COUNT)
1289 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1290 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1291 qglUseProgram(0);CHECKGLERROR
1292 return; // no bit left to clear, entire mode is broken
1297 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1299 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1300 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1301 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1308 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1309 extern D3DCAPS9 vid_d3d9caps;
1312 struct r_hlsl_permutation_s;
1313 typedef struct r_hlsl_permutation_s
1315 /// hash lookup data
1316 struct r_hlsl_permutation_s *hashnext;
1318 unsigned int permutation;
1320 /// indicates if we have tried compiling this permutation already
1322 /// NULL if compilation failed
1323 IDirect3DVertexShader9 *vertexshader;
1324 IDirect3DPixelShader9 *pixelshader;
1326 r_hlsl_permutation_t;
1328 typedef enum D3DVSREGISTER_e
1330 D3DVSREGISTER_TexMatrix = 0, // float4x4
1331 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1332 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1333 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1334 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1335 D3DVSREGISTER_ModelToLight = 20, // float4x4
1336 D3DVSREGISTER_EyePosition = 24,
1337 D3DVSREGISTER_FogPlane = 25,
1338 D3DVSREGISTER_LightDir = 26,
1339 D3DVSREGISTER_LightPosition = 27,
1343 typedef enum D3DPSREGISTER_e
1345 D3DPSREGISTER_Alpha = 0,
1346 D3DPSREGISTER_BloomBlur_Parameters = 1,
1347 D3DPSREGISTER_ClientTime = 2,
1348 D3DPSREGISTER_Color_Ambient = 3,
1349 D3DPSREGISTER_Color_Diffuse = 4,
1350 D3DPSREGISTER_Color_Specular = 5,
1351 D3DPSREGISTER_Color_Glow = 6,
1352 D3DPSREGISTER_Color_Pants = 7,
1353 D3DPSREGISTER_Color_Shirt = 8,
1354 D3DPSREGISTER_DeferredColor_Ambient = 9,
1355 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1356 D3DPSREGISTER_DeferredColor_Specular = 11,
1357 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1358 D3DPSREGISTER_DeferredMod_Specular = 13,
1359 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1360 D3DPSREGISTER_EyePosition = 15, // unused
1361 D3DPSREGISTER_FogColor = 16,
1362 D3DPSREGISTER_FogHeightFade = 17,
1363 D3DPSREGISTER_FogPlane = 18,
1364 D3DPSREGISTER_FogPlaneViewDist = 19,
1365 D3DPSREGISTER_FogRangeRecip = 20,
1366 D3DPSREGISTER_LightColor = 21,
1367 D3DPSREGISTER_LightDir = 22, // unused
1368 D3DPSREGISTER_LightPosition = 23,
1369 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1370 D3DPSREGISTER_PixelSize = 25,
1371 D3DPSREGISTER_ReflectColor = 26,
1372 D3DPSREGISTER_ReflectFactor = 27,
1373 D3DPSREGISTER_ReflectOffset = 28,
1374 D3DPSREGISTER_RefractColor = 29,
1375 D3DPSREGISTER_Saturation = 30,
1376 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1377 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1378 D3DPSREGISTER_ScreenToDepth = 33,
1379 D3DPSREGISTER_ShadowMap_Parameters = 34,
1380 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1381 D3DPSREGISTER_SpecularPower = 36,
1382 D3DPSREGISTER_UserVec1 = 37,
1383 D3DPSREGISTER_UserVec2 = 38,
1384 D3DPSREGISTER_UserVec3 = 39,
1385 D3DPSREGISTER_UserVec4 = 40,
1386 D3DPSREGISTER_ViewTintColor = 41,
1387 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1388 D3DPSREGISTER_BloomColorSubtract = 43,
1389 D3DPSREGISTER_ViewToLight = 44, // float4x4
1390 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1391 D3DPSREGISTER_NormalmapScrollBlend = 52,
1392 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1393 D3DPSREGISTER_OffsetMapping_Bias = 54,
1398 /// information about each possible shader permutation
1399 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1400 /// currently selected permutation
1401 r_hlsl_permutation_t *r_hlsl_permutation;
1402 /// storage for permutations linked in the hash table
1403 memexpandablearray_t r_hlsl_permutationarray;
1405 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1407 //unsigned int hashdepth = 0;
1408 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1409 r_hlsl_permutation_t *p;
1410 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1412 if (p->mode == mode && p->permutation == permutation)
1414 //if (hashdepth > 10)
1415 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1420 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1422 p->permutation = permutation;
1423 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1424 r_hlsl_permutationhash[mode][hashindex] = p;
1425 //if (hashdepth > 10)
1426 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1430 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1433 if (!filename || !filename[0])
1435 if (!strcmp(filename, "hlsl/default.hlsl"))
1437 if (!hlslshaderstring)
1439 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1440 if (hlslshaderstring)
1441 Con_DPrintf("Loading shaders from file %s...\n", filename);
1443 hlslshaderstring = (char *)builtinhlslshaderstring;
1445 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1446 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1447 return shaderstring;
1449 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1452 if (printfromdisknotice)
1453 Con_DPrintf("from disk %s... ", filename);
1454 return shaderstring;
1456 return shaderstring;
1460 //#include <d3dx9shader.h>
1461 //#include <d3dx9mesh.h>
1463 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1465 DWORD *vsbin = NULL;
1466 DWORD *psbin = NULL;
1467 fs_offset_t vsbinsize;
1468 fs_offset_t psbinsize;
1469 // IDirect3DVertexShader9 *vs = NULL;
1470 // IDirect3DPixelShader9 *ps = NULL;
1471 ID3DXBuffer *vslog = NULL;
1472 ID3DXBuffer *vsbuffer = NULL;
1473 ID3DXConstantTable *vsconstanttable = NULL;
1474 ID3DXBuffer *pslog = NULL;
1475 ID3DXBuffer *psbuffer = NULL;
1476 ID3DXConstantTable *psconstanttable = NULL;
1479 char temp[MAX_INPUTLINE];
1480 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1482 qboolean debugshader = gl_paranoid.integer != 0;
1483 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1484 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1487 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1488 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1490 if ((!vsbin && vertstring) || (!psbin && fragstring))
1492 const char* dllnames_d3dx9 [] =
1516 dllhandle_t d3dx9_dll = NULL;
1517 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1518 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1519 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1520 dllfunction_t d3dx9_dllfuncs[] =
1522 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1523 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1524 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1527 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1529 DWORD shaderflags = 0;
1531 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1532 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1533 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1534 if (vertstring && vertstring[0])
1538 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1539 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1540 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1541 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1544 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1547 vsbinsize = vsbuffer->GetBufferSize();
1548 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1549 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1550 vsbuffer->Release();
1554 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1555 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1559 if (fragstring && fragstring[0])
1563 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1564 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1565 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1566 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1569 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1572 psbinsize = psbuffer->GetBufferSize();
1573 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1574 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1575 psbuffer->Release();
1579 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1580 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1584 Sys_UnloadLibrary(&d3dx9_dll);
1587 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1591 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1592 if (FAILED(vsresult))
1593 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1594 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1595 if (FAILED(psresult))
1596 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1598 // free the shader data
1599 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1600 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1603 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1606 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1607 int vertstring_length = 0;
1608 int geomstring_length = 0;
1609 int fragstring_length = 0;
1611 char *vertexstring, *geometrystring, *fragmentstring;
1612 char *vertstring, *geomstring, *fragstring;
1613 char permutationname[256];
1614 char cachename[256];
1615 int vertstrings_count = 0;
1616 int geomstrings_count = 0;
1617 int fragstrings_count = 0;
1618 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1619 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1620 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1625 p->vertexshader = NULL;
1626 p->pixelshader = NULL;
1628 permutationname[0] = 0;
1630 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1631 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1632 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1634 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1635 strlcat(cachename, "hlsl/", sizeof(cachename));
1637 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1638 vertstrings_count = 0;
1639 geomstrings_count = 0;
1640 fragstrings_count = 0;
1641 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1642 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1643 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1645 // the first pretext is which type of shader to compile as
1646 // (later these will all be bound together as a program object)
1647 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1648 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1649 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1651 // the second pretext is the mode (for example a light source)
1652 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1653 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1654 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1655 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1656 strlcat(cachename, modeinfo->name, sizeof(cachename));
1658 // now add all the permutation pretexts
1659 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1661 if (permutation & (1<<i))
1663 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1664 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1665 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1666 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1667 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1671 // keep line numbers correct
1672 vertstrings_list[vertstrings_count++] = "\n";
1673 geomstrings_list[geomstrings_count++] = "\n";
1674 fragstrings_list[fragstrings_count++] = "\n";
1679 R_CompileShader_AddStaticParms(mode, permutation);
1680 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1681 vertstrings_count += shaderstaticparms_count;
1682 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1683 geomstrings_count += shaderstaticparms_count;
1684 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1685 fragstrings_count += shaderstaticparms_count;
1687 // replace spaces in the cachename with _ characters
1688 for (i = 0;cachename[i];i++)
1689 if (cachename[i] == ' ')
1692 // now append the shader text itself
1693 vertstrings_list[vertstrings_count++] = vertexstring;
1694 geomstrings_list[geomstrings_count++] = geometrystring;
1695 fragstrings_list[fragstrings_count++] = fragmentstring;
1697 // if any sources were NULL, clear the respective list
1699 vertstrings_count = 0;
1700 if (!geometrystring)
1701 geomstrings_count = 0;
1702 if (!fragmentstring)
1703 fragstrings_count = 0;
1705 vertstring_length = 0;
1706 for (i = 0;i < vertstrings_count;i++)
1707 vertstring_length += strlen(vertstrings_list[i]);
1708 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1709 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1710 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1712 geomstring_length = 0;
1713 for (i = 0;i < geomstrings_count;i++)
1714 geomstring_length += strlen(geomstrings_list[i]);
1715 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1716 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1717 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1719 fragstring_length = 0;
1720 for (i = 0;i < fragstrings_count;i++)
1721 fragstring_length += strlen(fragstrings_list[i]);
1722 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1723 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1724 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1726 // try to load the cached shader, or generate one
1727 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1729 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1730 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1732 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1736 Mem_Free(vertstring);
1738 Mem_Free(geomstring);
1740 Mem_Free(fragstring);
1742 Mem_Free(vertexstring);
1744 Mem_Free(geometrystring);
1746 Mem_Free(fragmentstring);
1749 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1750 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1751 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1752 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1753 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1754 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1756 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1757 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1758 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1759 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1761 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1763 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1765 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1766 if (r_hlsl_permutation != perm)
1768 r_hlsl_permutation = perm;
1769 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1771 if (!r_hlsl_permutation->compiled)
1772 R_HLSL_CompilePermutation(perm, mode, permutation);
1773 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1775 // remove features until we find a valid permutation
1777 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1779 // reduce i more quickly whenever it would not remove any bits
1780 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1781 if (!(permutation & j))
1784 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1785 if (!r_hlsl_permutation->compiled)
1786 R_HLSL_CompilePermutation(perm, mode, permutation);
1787 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1790 if (i >= SHADERPERMUTATION_COUNT)
1792 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1793 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1794 return; // no bit left to clear, entire mode is broken
1798 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1799 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1801 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1802 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1803 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1807 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1809 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1810 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1811 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1812 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1815 void R_GLSL_Restart_f(void)
1817 unsigned int i, limit;
1818 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1819 Mem_Free(glslshaderstring);
1820 glslshaderstring = NULL;
1821 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1822 Mem_Free(hlslshaderstring);
1823 hlslshaderstring = NULL;
1824 switch(vid.renderpath)
1826 case RENDERPATH_D3D9:
1829 r_hlsl_permutation_t *p;
1830 r_hlsl_permutation = NULL;
1831 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1832 for (i = 0;i < limit;i++)
1834 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1836 if (p->vertexshader)
1837 IDirect3DVertexShader9_Release(p->vertexshader);
1839 IDirect3DPixelShader9_Release(p->pixelshader);
1840 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1843 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1847 case RENDERPATH_D3D10:
1848 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1850 case RENDERPATH_D3D11:
1851 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1853 case RENDERPATH_GL20:
1854 case RENDERPATH_GLES2:
1856 r_glsl_permutation_t *p;
1857 r_glsl_permutation = NULL;
1858 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1859 for (i = 0;i < limit;i++)
1861 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1863 GL_Backend_FreeProgram(p->program);
1864 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1867 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1870 case RENDERPATH_GL11:
1871 case RENDERPATH_GL13:
1872 case RENDERPATH_GLES1:
1874 case RENDERPATH_SOFT:
1879 static void R_GLSL_DumpShader_f(void)
1884 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1887 FS_Print(file, "/* The engine may define the following macros:\n");
1888 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1889 for (i = 0;i < SHADERMODE_COUNT;i++)
1890 FS_Print(file, glslshadermodeinfo[i].pretext);
1891 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1892 FS_Print(file, shaderpermutationinfo[i].pretext);
1893 FS_Print(file, "*/\n");
1894 FS_Print(file, builtinshaderstring);
1896 Con_Printf("glsl/default.glsl written\n");
1899 Con_Printf("failed to write to glsl/default.glsl\n");
1901 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1904 FS_Print(file, "/* The engine may define the following macros:\n");
1905 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1906 for (i = 0;i < SHADERMODE_COUNT;i++)
1907 FS_Print(file, hlslshadermodeinfo[i].pretext);
1908 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1909 FS_Print(file, shaderpermutationinfo[i].pretext);
1910 FS_Print(file, "*/\n");
1911 FS_Print(file, builtinhlslshaderstring);
1913 Con_Printf("hlsl/default.hlsl written\n");
1916 Con_Printf("failed to write to hlsl/default.hlsl\n");
1919 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1921 unsigned int permutation = 0;
1922 if (r_trippy.integer && !notrippy)
1923 permutation |= SHADERPERMUTATION_TRIPPY;
1924 permutation |= SHADERPERMUTATION_VIEWTINT;
1926 permutation |= SHADERPERMUTATION_DIFFUSE;
1928 permutation |= SHADERPERMUTATION_SPECULAR;
1929 if (texturemode == GL_MODULATE)
1930 permutation |= SHADERPERMUTATION_COLORMAPPING;
1931 else if (texturemode == GL_ADD)
1932 permutation |= SHADERPERMUTATION_GLOW;
1933 else if (texturemode == GL_DECAL)
1934 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1935 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1936 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1937 if (suppresstexalpha)
1938 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1940 texturemode = GL_MODULATE;
1941 if (vid.allowalphatocoverage)
1942 GL_AlphaToCoverage(false);
1943 switch (vid.renderpath)
1945 case RENDERPATH_D3D9:
1947 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1948 R_Mesh_TexBind(GL20TU_FIRST , first );
1949 R_Mesh_TexBind(GL20TU_SECOND, second);
1950 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1951 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1954 case RENDERPATH_D3D10:
1955 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1957 case RENDERPATH_D3D11:
1958 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1960 case RENDERPATH_GL20:
1961 case RENDERPATH_GLES2:
1962 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1964 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1965 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1966 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1968 case RENDERPATH_GL13:
1969 case RENDERPATH_GLES1:
1970 R_Mesh_TexBind(0, first );
1971 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1972 R_Mesh_TexBind(1, second);
1974 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1976 case RENDERPATH_GL11:
1977 R_Mesh_TexBind(0, first );
1979 case RENDERPATH_SOFT:
1980 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1981 R_Mesh_TexBind(GL20TU_FIRST , first );
1982 R_Mesh_TexBind(GL20TU_SECOND, second);
1987 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1989 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1992 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1994 unsigned int permutation = 0;
1995 if (r_trippy.integer && !notrippy)
1996 permutation |= SHADERPERMUTATION_TRIPPY;
1998 permutation |= SHADERPERMUTATION_DEPTHRGB;
1999 if (vid.allowalphatocoverage)
2000 GL_AlphaToCoverage(false);
2001 switch (vid.renderpath)
2003 case RENDERPATH_D3D9:
2005 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2008 case RENDERPATH_D3D10:
2009 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2011 case RENDERPATH_D3D11:
2012 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2014 case RENDERPATH_GL20:
2015 case RENDERPATH_GLES2:
2016 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2018 case RENDERPATH_GL13:
2019 case RENDERPATH_GLES1:
2020 R_Mesh_TexBind(0, 0);
2021 R_Mesh_TexBind(1, 0);
2023 case RENDERPATH_GL11:
2024 R_Mesh_TexBind(0, 0);
2026 case RENDERPATH_SOFT:
2027 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2032 void R_SetupShader_ShowDepth(qboolean notrippy)
2034 int permutation = 0;
2035 if (r_trippy.integer && !notrippy)
2036 permutation |= SHADERPERMUTATION_TRIPPY;
2037 if (vid.allowalphatocoverage)
2038 GL_AlphaToCoverage(false);
2039 switch (vid.renderpath)
2041 case RENDERPATH_D3D9:
2043 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2046 case RENDERPATH_D3D10:
2047 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2049 case RENDERPATH_D3D11:
2050 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2052 case RENDERPATH_GL20:
2053 case RENDERPATH_GLES2:
2054 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2056 case RENDERPATH_GL13:
2057 case RENDERPATH_GLES1:
2059 case RENDERPATH_GL11:
2061 case RENDERPATH_SOFT:
2062 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2067 extern qboolean r_shadow_usingdeferredprepass;
2068 extern rtexture_t *r_shadow_attenuationgradienttexture;
2069 extern rtexture_t *r_shadow_attenuation2dtexture;
2070 extern rtexture_t *r_shadow_attenuation3dtexture;
2071 extern qboolean r_shadow_usingshadowmap2d;
2072 extern qboolean r_shadow_usingshadowmaportho;
2073 extern float r_shadow_shadowmap_texturescale[2];
2074 extern float r_shadow_shadowmap_parameters[4];
2075 extern qboolean r_shadow_shadowmapvsdct;
2076 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2077 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2078 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2079 extern matrix4x4_t r_shadow_shadowmapmatrix;
2080 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2081 extern int r_shadow_prepass_width;
2082 extern int r_shadow_prepass_height;
2083 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2084 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2085 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2086 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2088 #define BLENDFUNC_ALLOWS_COLORMOD 1
2089 #define BLENDFUNC_ALLOWS_FOG 2
2090 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2091 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2092 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2093 static int R_BlendFuncFlags(int src, int dst)
2097 // a blendfunc allows colormod if:
2098 // a) it can never keep the destination pixel invariant, or
2099 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2100 // this is to prevent unintended side effects from colormod
2102 // a blendfunc allows fog if:
2103 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2104 // this is to prevent unintended side effects from fog
2106 // these checks are the output of fogeval.pl
2108 r |= BLENDFUNC_ALLOWS_COLORMOD;
2109 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2113 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2116 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2117 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2118 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2119 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2120 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2121 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2122 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2123 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2124 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2125 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2126 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2127 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2128 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2129 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2134 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2136 // select a permutation of the lighting shader appropriate to this
2137 // combination of texture, entity, light source, and fogging, only use the
2138 // minimum features necessary to avoid wasting rendering time in the
2139 // fragment shader on features that are not being used
2140 unsigned int permutation = 0;
2141 unsigned int mode = 0;
2143 static float dummy_colormod[3] = {1, 1, 1};
2144 float *colormod = rsurface.colormod;
2146 matrix4x4_t tempmatrix;
2147 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2148 if (r_trippy.integer && !notrippy)
2149 permutation |= SHADERPERMUTATION_TRIPPY;
2150 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2151 permutation |= SHADERPERMUTATION_ALPHAKILL;
2152 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2153 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2154 if (rsurfacepass == RSURFPASS_BACKGROUND)
2156 // distorted background
2157 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2159 mode = SHADERMODE_WATER;
2160 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2161 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2162 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2164 // this is the right thing to do for wateralpha
2165 GL_BlendFunc(GL_ONE, GL_ZERO);
2166 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2170 // this is the right thing to do for entity alpha
2171 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2172 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2175 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2177 mode = SHADERMODE_REFRACTION;
2178 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2179 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2180 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2181 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2185 mode = SHADERMODE_GENERIC;
2186 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2187 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2188 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2190 if (vid.allowalphatocoverage)
2191 GL_AlphaToCoverage(false);
2193 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2195 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2197 switch(rsurface.texture->offsetmapping)
2199 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2200 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2201 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2202 case OFFSETMAPPING_OFF: break;
2205 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2206 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2207 // normalmap (deferred prepass), may use alpha test on diffuse
2208 mode = SHADERMODE_DEFERREDGEOMETRY;
2209 GL_BlendFunc(GL_ONE, GL_ZERO);
2210 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2211 if (vid.allowalphatocoverage)
2212 GL_AlphaToCoverage(false);
2214 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2216 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2218 switch(rsurface.texture->offsetmapping)
2220 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2221 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2222 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2223 case OFFSETMAPPING_OFF: break;
2226 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2227 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2228 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2229 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2231 mode = SHADERMODE_LIGHTSOURCE;
2232 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2233 permutation |= SHADERPERMUTATION_CUBEFILTER;
2234 if (diffusescale > 0)
2235 permutation |= SHADERPERMUTATION_DIFFUSE;
2236 if (specularscale > 0)
2237 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2238 if (r_refdef.fogenabled)
2239 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2240 if (rsurface.texture->colormapping)
2241 permutation |= SHADERPERMUTATION_COLORMAPPING;
2242 if (r_shadow_usingshadowmap2d)
2244 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2245 if(r_shadow_shadowmapvsdct)
2246 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2248 if (r_shadow_shadowmap2ddepthbuffer)
2249 permutation |= SHADERPERMUTATION_DEPTHRGB;
2251 if (rsurface.texture->reflectmasktexture)
2252 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2253 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2254 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2255 if (vid.allowalphatocoverage)
2256 GL_AlphaToCoverage(false);
2258 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2260 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2262 switch(rsurface.texture->offsetmapping)
2264 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2265 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2266 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2267 case OFFSETMAPPING_OFF: break;
2270 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2271 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2272 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2273 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2274 // unshaded geometry (fullbright or ambient model lighting)
2275 mode = SHADERMODE_FLATCOLOR;
2276 ambientscale = diffusescale = specularscale = 0;
2277 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2278 permutation |= SHADERPERMUTATION_GLOW;
2279 if (r_refdef.fogenabled)
2280 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2281 if (rsurface.texture->colormapping)
2282 permutation |= SHADERPERMUTATION_COLORMAPPING;
2283 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2285 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2286 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2288 if (r_shadow_shadowmap2ddepthbuffer)
2289 permutation |= SHADERPERMUTATION_DEPTHRGB;
2291 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2292 permutation |= SHADERPERMUTATION_REFLECTION;
2293 if (rsurface.texture->reflectmasktexture)
2294 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2295 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2296 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2297 // when using alphatocoverage, we don't need alphakill
2298 if (vid.allowalphatocoverage)
2300 if (r_transparent_alphatocoverage.integer)
2302 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2303 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2306 GL_AlphaToCoverage(false);
2309 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2311 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2313 switch(rsurface.texture->offsetmapping)
2315 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2316 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2317 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2318 case OFFSETMAPPING_OFF: break;
2321 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2322 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2324 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2325 // directional model lighting
2326 mode = SHADERMODE_LIGHTDIRECTION;
2327 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2328 permutation |= SHADERPERMUTATION_GLOW;
2329 permutation |= SHADERPERMUTATION_DIFFUSE;
2330 if (specularscale > 0)
2331 permutation |= SHADERPERMUTATION_SPECULAR;
2332 if (r_refdef.fogenabled)
2333 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2334 if (rsurface.texture->colormapping)
2335 permutation |= SHADERPERMUTATION_COLORMAPPING;
2336 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2338 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2339 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2341 if (r_shadow_shadowmap2ddepthbuffer)
2342 permutation |= SHADERPERMUTATION_DEPTHRGB;
2344 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2345 permutation |= SHADERPERMUTATION_REFLECTION;
2346 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2347 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2348 if (rsurface.texture->reflectmasktexture)
2349 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2350 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2352 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2353 if (r_shadow_bouncegriddirectional)
2354 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2356 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2357 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2358 // when using alphatocoverage, we don't need alphakill
2359 if (vid.allowalphatocoverage)
2361 if (r_transparent_alphatocoverage.integer)
2363 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2364 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2367 GL_AlphaToCoverage(false);
2370 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2372 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2374 switch(rsurface.texture->offsetmapping)
2376 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2377 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2378 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2379 case OFFSETMAPPING_OFF: break;
2382 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2383 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2384 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2385 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2386 // ambient model lighting
2387 mode = SHADERMODE_LIGHTDIRECTION;
2388 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2389 permutation |= SHADERPERMUTATION_GLOW;
2390 if (r_refdef.fogenabled)
2391 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2392 if (rsurface.texture->colormapping)
2393 permutation |= SHADERPERMUTATION_COLORMAPPING;
2394 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2396 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2397 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2399 if (r_shadow_shadowmap2ddepthbuffer)
2400 permutation |= SHADERPERMUTATION_DEPTHRGB;
2402 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2403 permutation |= SHADERPERMUTATION_REFLECTION;
2404 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2405 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2406 if (rsurface.texture->reflectmasktexture)
2407 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2408 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2410 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2411 if (r_shadow_bouncegriddirectional)
2412 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2414 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416 // when using alphatocoverage, we don't need alphakill
2417 if (vid.allowalphatocoverage)
2419 if (r_transparent_alphatocoverage.integer)
2421 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2422 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2425 GL_AlphaToCoverage(false);
2430 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2432 switch(rsurface.texture->offsetmapping)
2434 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2435 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437 case OFFSETMAPPING_OFF: break;
2440 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2441 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2442 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2443 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2445 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2446 permutation |= SHADERPERMUTATION_GLOW;
2447 if (r_refdef.fogenabled)
2448 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2449 if (rsurface.texture->colormapping)
2450 permutation |= SHADERPERMUTATION_COLORMAPPING;
2451 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2453 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2454 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2456 if (r_shadow_shadowmap2ddepthbuffer)
2457 permutation |= SHADERPERMUTATION_DEPTHRGB;
2459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2460 permutation |= SHADERPERMUTATION_REFLECTION;
2461 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2462 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2463 if (rsurface.texture->reflectmasktexture)
2464 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2465 if (FAKELIGHT_ENABLED)
2467 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2468 mode = SHADERMODE_FAKELIGHT;
2469 permutation |= SHADERPERMUTATION_DIFFUSE;
2470 if (specularscale > 0)
2471 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2473 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2475 // deluxemapping (light direction texture)
2476 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2477 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2480 permutation |= SHADERPERMUTATION_DIFFUSE;
2481 if (specularscale > 0)
2482 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2484 else if (r_glsl_deluxemapping.integer >= 2)
2486 // fake deluxemapping (uniform light direction in tangentspace)
2487 if (rsurface.uselightmaptexture)
2488 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2490 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2491 permutation |= SHADERPERMUTATION_DIFFUSE;
2492 if (specularscale > 0)
2493 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2495 else if (rsurface.uselightmaptexture)
2497 // ordinary lightmapping (q1bsp, q3bsp)
2498 mode = SHADERMODE_LIGHTMAP;
2502 // ordinary vertex coloring (q3bsp)
2503 mode = SHADERMODE_VERTEXCOLOR;
2505 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2507 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2508 if (r_shadow_bouncegriddirectional)
2509 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2511 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2512 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2513 // when using alphatocoverage, we don't need alphakill
2514 if (vid.allowalphatocoverage)
2516 if (r_transparent_alphatocoverage.integer)
2518 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2519 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2522 GL_AlphaToCoverage(false);
2525 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2526 colormod = dummy_colormod;
2527 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2528 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2529 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2530 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2531 switch(vid.renderpath)
2533 case RENDERPATH_D3D9:
2535 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2536 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2537 R_SetupShader_SetPermutationHLSL(mode, permutation);
2538 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2539 if (mode == SHADERMODE_LIGHTSOURCE)
2541 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2542 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2546 if (mode == SHADERMODE_LIGHTDIRECTION)
2548 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2551 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2552 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2553 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2554 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2555 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2557 if (mode == SHADERMODE_LIGHTSOURCE)
2559 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2565 // additive passes are only darkened by fog, not tinted
2566 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2567 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2571 if (mode == SHADERMODE_FLATCOLOR)
2573 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2575 else if (mode == SHADERMODE_LIGHTDIRECTION)
2577 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2580 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2583 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2587 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2588 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2589 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2590 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2591 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2593 // additive passes are only darkened by fog, not tinted
2594 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2595 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2597 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2598 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2599 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2600 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2601 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2603 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2604 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2605 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2606 if (mode == SHADERMODE_WATER)
2607 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2609 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2610 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2611 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2612 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2613 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2614 if (rsurface.texture->pantstexture)
2615 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2617 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2618 if (rsurface.texture->shirttexture)
2619 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2622 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2623 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2624 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2625 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2626 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2627 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2628 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2629 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2630 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2632 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2633 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2634 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2635 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2637 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2638 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2639 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2640 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2641 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2642 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2643 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2645 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2646 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2647 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2648 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2649 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2650 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2651 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2652 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2653 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2654 if (rsurfacepass == RSURFPASS_BACKGROUND)
2656 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2657 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2658 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2662 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2664 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2665 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2666 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2667 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2669 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2670 if (rsurface.rtlight)
2672 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2673 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2678 case RENDERPATH_D3D10:
2679 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2681 case RENDERPATH_D3D11:
2682 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2684 case RENDERPATH_GL20:
2685 case RENDERPATH_GLES2:
2686 if (!vid.useinterleavedarrays)
2688 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), texturenumsurfaces, texturesurfacelist);
2689 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2690 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2691 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2692 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2693 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2694 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2695 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2699 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2700 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2702 R_SetupShader_SetPermutationGLSL(mode, permutation);
2703 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2704 if (mode == SHADERMODE_LIGHTSOURCE)
2706 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2707 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2708 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2709 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2710 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2711 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2713 // additive passes are only darkened by fog, not tinted
2714 if (r_glsl_permutation->loc_FogColor >= 0)
2715 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2716 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2720 if (mode == SHADERMODE_FLATCOLOR)
2722 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2724 else if (mode == SHADERMODE_LIGHTDIRECTION)
2726 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2727 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2728 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2729 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2730 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2731 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2732 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2736 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2737 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2738 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2739 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2740 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2742 // additive passes are only darkened by fog, not tinted
2743 if (r_glsl_permutation->loc_FogColor >= 0)
2745 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2746 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2748 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2750 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2751 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]);
2752 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]);
2753 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2754 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2755 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2756 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2757 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2758 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2760 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2761 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2762 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2763 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2764 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2766 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2767 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2768 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2769 if (r_glsl_permutation->loc_Color_Pants >= 0)
2771 if (rsurface.texture->pantstexture)
2772 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2774 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2776 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2778 if (rsurface.texture->shirttexture)
2779 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2781 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2783 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]);
2784 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2785 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2786 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2787 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2788 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2789 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2790 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2791 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2793 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);
2794 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2795 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]);
2796 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2797 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2798 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2800 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2801 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2802 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2803 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2804 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2805 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2806 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2807 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2808 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2809 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2810 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2811 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2812 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2813 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2814 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2815 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2816 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2817 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2818 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2819 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2820 if (rsurfacepass == RSURFPASS_BACKGROUND)
2822 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2823 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2824 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2828 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2830 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2831 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2832 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2833 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2835 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2836 if (rsurface.rtlight)
2838 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2839 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2842 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2845 case RENDERPATH_GL11:
2846 case RENDERPATH_GL13:
2847 case RENDERPATH_GLES1:
2849 case RENDERPATH_SOFT:
2850 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), texturenumsurfaces, texturesurfacelist);
2851 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2852 R_SetupShader_SetPermutationSoft(mode, permutation);
2853 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2854 if (mode == SHADERMODE_LIGHTSOURCE)
2856 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2863 // additive passes are only darkened by fog, not tinted
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2865 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2869 if (mode == SHADERMODE_FLATCOLOR)
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2873 else if (mode == SHADERMODE_LIGHTDIRECTION)
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2888 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2891 // additive passes are only darkened by fog, not tinted
2892 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2895 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2896 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2897 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2898 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2899 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2900 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2901 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2902 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2903 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2904 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2906 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2907 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2908 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2909 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2910 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2912 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2913 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2915 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2917 if (rsurface.texture->pantstexture)
2918 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2920 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2922 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2924 if (rsurface.texture->shirttexture)
2925 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2927 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2929 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2930 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2931 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2932 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2933 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2934 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2935 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2936 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2937 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2939 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2940 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2941 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2942 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2944 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2945 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2946 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2947 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2948 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2949 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2950 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2951 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2952 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2953 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2954 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2955 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2956 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2957 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2958 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2959 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2960 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2961 if (rsurfacepass == RSURFPASS_BACKGROUND)
2963 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2964 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2965 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2969 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2971 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2972 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2973 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2974 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2976 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2977 if (rsurface.rtlight)
2979 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2980 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2987 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2989 // select a permutation of the lighting shader appropriate to this
2990 // combination of texture, entity, light source, and fogging, only use the
2991 // minimum features necessary to avoid wasting rendering time in the
2992 // fragment shader on features that are not being used
2993 unsigned int permutation = 0;
2994 unsigned int mode = 0;
2995 const float *lightcolorbase = rtlight->currentcolor;
2996 float ambientscale = rtlight->ambientscale;
2997 float diffusescale = rtlight->diffusescale;
2998 float specularscale = rtlight->specularscale;
2999 // this is the location of the light in view space
3000 vec3_t viewlightorigin;
3001 // this transforms from view space (camera) to light space (cubemap)
3002 matrix4x4_t viewtolight;
3003 matrix4x4_t lighttoview;
3004 float viewtolight16f[16];
3006 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3007 if (rtlight->currentcubemap != r_texture_whitecube)
3008 permutation |= SHADERPERMUTATION_CUBEFILTER;
3009 if (diffusescale > 0)
3010 permutation |= SHADERPERMUTATION_DIFFUSE;
3011 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3012 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3013 if (r_shadow_usingshadowmap2d)
3015 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3016 if (r_shadow_shadowmapvsdct)
3017 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3019 if (r_shadow_shadowmap2ddepthbuffer)
3020 permutation |= SHADERPERMUTATION_DEPTHRGB;
3022 if (vid.allowalphatocoverage)
3023 GL_AlphaToCoverage(false);
3024 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3025 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3026 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3027 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3028 switch(vid.renderpath)
3030 case RENDERPATH_D3D9:
3032 R_SetupShader_SetPermutationHLSL(mode, permutation);
3033 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3034 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3035 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3036 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3037 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3038 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3039 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3040 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3041 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3042 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3044 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3045 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3046 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3047 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3048 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3051 case RENDERPATH_D3D10:
3052 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3054 case RENDERPATH_D3D11:
3055 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3057 case RENDERPATH_GL20:
3058 case RENDERPATH_GLES2:
3059 R_SetupShader_SetPermutationGLSL(mode, permutation);
3060 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3061 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3062 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3063 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3064 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3065 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3066 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3067 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);
3068 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]);
3069 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3071 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3072 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3074 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3075 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3077 case RENDERPATH_GL11:
3078 case RENDERPATH_GL13:
3079 case RENDERPATH_GLES1:
3081 case RENDERPATH_SOFT:
3082 R_SetupShader_SetPermutationGLSL(mode, permutation);
3083 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3084 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3085 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3086 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3087 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3088 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3089 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3090 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3091 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3092 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3094 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3095 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3096 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3097 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3098 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3103 #define SKINFRAME_HASH 1024
3107 int loadsequence; // incremented each level change
3108 memexpandablearray_t array;
3109 skinframe_t *hash[SKINFRAME_HASH];
3112 r_skinframe_t r_skinframe;
3114 void R_SkinFrame_PrepareForPurge(void)
3116 r_skinframe.loadsequence++;
3117 // wrap it without hitting zero
3118 if (r_skinframe.loadsequence >= 200)
3119 r_skinframe.loadsequence = 1;
3122 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3126 // mark the skinframe as used for the purging code
3127 skinframe->loadsequence = r_skinframe.loadsequence;
3130 void R_SkinFrame_Purge(void)
3134 for (i = 0;i < SKINFRAME_HASH;i++)
3136 for (s = r_skinframe.hash[i];s;s = s->next)
3138 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3140 if (s->merged == s->base)
3142 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3143 R_PurgeTexture(s->stain );s->stain = NULL;
3144 R_PurgeTexture(s->merged);s->merged = NULL;
3145 R_PurgeTexture(s->base );s->base = NULL;
3146 R_PurgeTexture(s->pants );s->pants = NULL;
3147 R_PurgeTexture(s->shirt );s->shirt = NULL;
3148 R_PurgeTexture(s->nmap );s->nmap = NULL;
3149 R_PurgeTexture(s->gloss );s->gloss = NULL;
3150 R_PurgeTexture(s->glow );s->glow = NULL;
3151 R_PurgeTexture(s->fog );s->fog = NULL;
3152 R_PurgeTexture(s->reflect);s->reflect = NULL;
3153 s->loadsequence = 0;
3159 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3161 char basename[MAX_QPATH];
3163 Image_StripImageExtension(name, basename, sizeof(basename));
3165 if( last == NULL ) {
3167 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3168 item = r_skinframe.hash[hashindex];
3173 // linearly search through the hash bucket
3174 for( ; item ; item = item->next ) {
3175 if( !strcmp( item->basename, basename ) ) {
3182 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3186 char basename[MAX_QPATH];
3188 Image_StripImageExtension(name, basename, sizeof(basename));
3190 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3191 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3192 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3196 rtexture_t *dyntexture;
3197 // check whether its a dynamic texture
3198 dyntexture = CL_GetDynTexture( basename );
3199 if (!add && !dyntexture)
3201 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3202 memset(item, 0, sizeof(*item));
3203 strlcpy(item->basename, basename, sizeof(item->basename));
3204 item->base = dyntexture; // either NULL or dyntexture handle
3205 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3206 item->comparewidth = comparewidth;
3207 item->compareheight = compareheight;
3208 item->comparecrc = comparecrc;
3209 item->next = r_skinframe.hash[hashindex];
3210 r_skinframe.hash[hashindex] = item;
3212 else if (textureflags & TEXF_FORCE_RELOAD)
3214 rtexture_t *dyntexture;
3215 // check whether its a dynamic texture
3216 dyntexture = CL_GetDynTexture( basename );
3217 if (!add && !dyntexture)
3219 if (item->merged == item->base)
3220 item->merged = NULL;
3221 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3222 R_PurgeTexture(item->stain );item->stain = NULL;
3223 R_PurgeTexture(item->merged);item->merged = NULL;
3224 R_PurgeTexture(item->base );item->base = NULL;
3225 R_PurgeTexture(item->pants );item->pants = NULL;
3226 R_PurgeTexture(item->shirt );item->shirt = NULL;
3227 R_PurgeTexture(item->nmap );item->nmap = NULL;
3228 R_PurgeTexture(item->gloss );item->gloss = NULL;
3229 R_PurgeTexture(item->glow );item->glow = NULL;
3230 R_PurgeTexture(item->fog );item->fog = NULL;
3231 R_PurgeTexture(item->reflect);item->reflect = NULL;
3232 item->loadsequence = 0;
3234 else if( item->base == NULL )
3236 rtexture_t *dyntexture;
3237 // check whether its a dynamic texture
3238 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3239 dyntexture = CL_GetDynTexture( basename );
3240 item->base = dyntexture; // either NULL or dyntexture handle
3243 R_SkinFrame_MarkUsed(item);
3247 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3249 unsigned long long avgcolor[5], wsum; \
3257 for(pix = 0; pix < cnt; ++pix) \
3260 for(comp = 0; comp < 3; ++comp) \
3262 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3265 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3267 for(comp = 0; comp < 3; ++comp) \
3268 avgcolor[comp] += getpixel * w; \
3271 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3272 avgcolor[4] += getpixel; \
3274 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3276 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3277 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3278 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3279 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3282 extern cvar_t gl_picmip;
3283 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3286 unsigned char *pixels;
3287 unsigned char *bumppixels;
3288 unsigned char *basepixels = NULL;
3289 int basepixels_width = 0;
3290 int basepixels_height = 0;
3291 skinframe_t *skinframe;
3292 rtexture_t *ddsbase = NULL;
3293 qboolean ddshasalpha = false;
3294 float ddsavgcolor[4];
3295 char basename[MAX_QPATH];
3296 int miplevel = R_PicmipForFlags(textureflags);
3297 int savemiplevel = miplevel;
3301 if (cls.state == ca_dedicated)
3304 // return an existing skinframe if already loaded
3305 // if loading of the first image fails, don't make a new skinframe as it
3306 // would cause all future lookups of this to be missing
3307 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3308 if (skinframe && skinframe->base)
3311 Image_StripImageExtension(name, basename, sizeof(basename));
3313 // check for DDS texture file first
3314 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3316 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3317 if (basepixels == NULL)
3321 // FIXME handle miplevel
3323 if (developer_loading.integer)
3324 Con_Printf("loading skin \"%s\"\n", name);
3326 // we've got some pixels to store, so really allocate this new texture now
3328 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3329 textureflags &= ~TEXF_FORCE_RELOAD;
3330 skinframe->stain = NULL;
3331 skinframe->merged = NULL;
3332 skinframe->base = NULL;
3333 skinframe->pants = NULL;
3334 skinframe->shirt = NULL;
3335 skinframe->nmap = NULL;
3336 skinframe->gloss = NULL;
3337 skinframe->glow = NULL;
3338 skinframe->fog = NULL;
3339 skinframe->reflect = NULL;
3340 skinframe->hasalpha = false;
3344 skinframe->base = ddsbase;
3345 skinframe->hasalpha = ddshasalpha;
3346 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3347 if (r_loadfog && skinframe->hasalpha)
3348 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);
3349 //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]);
3353 basepixels_width = image_width;
3354 basepixels_height = image_height;
3355 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);
3356 if (textureflags & TEXF_ALPHA)
3358 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3360 if (basepixels[j] < 255)
3362 skinframe->hasalpha = true;
3366 if (r_loadfog && skinframe->hasalpha)
3368 // has transparent pixels
3369 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3370 for (j = 0;j < image_width * image_height * 4;j += 4)
3375 pixels[j+3] = basepixels[j+3];
3377 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);
3381 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3383 //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]);
3384 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3385 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3386 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3387 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3393 mymiplevel = savemiplevel;
3394 if (r_loadnormalmap)
3395 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);
3396 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3398 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3399 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3400 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3401 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3404 // _norm is the name used by tenebrae and has been adopted as standard
3405 if (r_loadnormalmap && skinframe->nmap == NULL)
3407 mymiplevel = savemiplevel;
3408 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3410 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);
3414 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3416 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3417 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3418 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);
3420 Mem_Free(bumppixels);
3422 else if (r_shadow_bumpscale_basetexture.value > 0)
3424 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3425 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3426 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);
3430 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3431 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3435 // _luma is supported only for tenebrae compatibility
3436 // _glow is the preferred name
3437 mymiplevel = savemiplevel;
3438 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))))
3440 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);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3443 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3445 Mem_Free(pixels);pixels = NULL;
3448 mymiplevel = savemiplevel;
3449 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3451 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);
3453 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3454 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3460 mymiplevel = savemiplevel;
3461 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3463 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);
3465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3466 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3472 mymiplevel = savemiplevel;
3473 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3475 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);
3477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3478 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3484 mymiplevel = savemiplevel;
3485 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3487 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);
3489 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3490 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3497 Mem_Free(basepixels);
3502 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3503 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3506 unsigned char *temp1, *temp2;
3507 skinframe_t *skinframe;
3510 if (cls.state == ca_dedicated)
3513 // if already loaded just return it, otherwise make a new skinframe
3514 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3515 if (skinframe->base)
3517 textureflags &= ~TEXF_FORCE_RELOAD;
3519 skinframe->stain = NULL;
3520 skinframe->merged = NULL;
3521 skinframe->base = NULL;
3522 skinframe->pants = NULL;
3523 skinframe->shirt = NULL;
3524 skinframe->nmap = NULL;
3525 skinframe->gloss = NULL;
3526 skinframe->glow = NULL;
3527 skinframe->fog = NULL;
3528 skinframe->reflect = NULL;
3529 skinframe->hasalpha = false;
3531 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3535 if (developer_loading.integer)
3536 Con_Printf("loading 32bit skin \"%s\"\n", name);
3538 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3540 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3541 temp2 = temp1 + width * height * 4;
3542 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3543 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3546 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3547 if (textureflags & TEXF_ALPHA)
3549 for (i = 3;i < width * height * 4;i += 4)
3551 if (skindata[i] < 255)
3553 skinframe->hasalpha = true;
3557 if (r_loadfog && skinframe->hasalpha)
3559 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3560 memcpy(fogpixels, skindata, width * height * 4);
3561 for (i = 0;i < width * height * 4;i += 4)
3562 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3563 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3564 Mem_Free(fogpixels);
3568 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3569 //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]);
3574 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3578 skinframe_t *skinframe;
3580 if (cls.state == ca_dedicated)
3583 // if already loaded just return it, otherwise make a new skinframe
3584 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3585 if (skinframe->base)
3587 //textureflags &= ~TEXF_FORCE_RELOAD;
3589 skinframe->stain = NULL;
3590 skinframe->merged = NULL;
3591 skinframe->base = NULL;
3592 skinframe->pants = NULL;
3593 skinframe->shirt = NULL;
3594 skinframe->nmap = NULL;
3595 skinframe->gloss = NULL;
3596 skinframe->glow = NULL;
3597 skinframe->fog = NULL;
3598 skinframe->reflect = NULL;
3599 skinframe->hasalpha = false;
3601 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3605 if (developer_loading.integer)
3606 Con_Printf("loading quake skin \"%s\"\n", name);
3608 // 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)
3609 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3610 memcpy(skinframe->qpixels, skindata, width*height);
3611 skinframe->qwidth = width;
3612 skinframe->qheight = height;
3615 for (i = 0;i < width * height;i++)
3616 featuresmask |= palette_featureflags[skindata[i]];
3618 skinframe->hasalpha = false;
3619 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3620 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3621 skinframe->qgeneratemerged = true;
3622 skinframe->qgeneratebase = skinframe->qhascolormapping;
3623 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3625 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3626 //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]);
3631 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3635 unsigned char *skindata;
3638 if (!skinframe->qpixels)
3641 if (!skinframe->qhascolormapping)
3642 colormapped = false;
3646 if (!skinframe->qgeneratebase)
3651 if (!skinframe->qgeneratemerged)
3655 width = skinframe->qwidth;
3656 height = skinframe->qheight;
3657 skindata = skinframe->qpixels;
3659 if (skinframe->qgeneratenmap)
3661 unsigned char *temp1, *temp2;
3662 skinframe->qgeneratenmap = false;
3663 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3664 temp2 = temp1 + width * height * 4;
3665 // use either a custom palette or the quake palette
3666 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3667 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3668 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3672 if (skinframe->qgenerateglow)
3674 skinframe->qgenerateglow = false;
3675 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
3680 skinframe->qgeneratebase = false;
3681 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);
3682 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);
3683 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);
3687 skinframe->qgeneratemerged = false;
3688 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);
3691 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3693 Mem_Free(skinframe->qpixels);
3694 skinframe->qpixels = NULL;
3698 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)
3701 skinframe_t *skinframe;
3704 if (cls.state == ca_dedicated)
3707 // if already loaded just return it, otherwise make a new skinframe
3708 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3709 if (skinframe->base)
3711 textureflags &= ~TEXF_FORCE_RELOAD;
3713 skinframe->stain = NULL;
3714 skinframe->merged = NULL;
3715 skinframe->base = NULL;
3716 skinframe->pants = NULL;
3717 skinframe->shirt = NULL;
3718 skinframe->nmap = NULL;
3719 skinframe->gloss = NULL;
3720 skinframe->glow = NULL;
3721 skinframe->fog = NULL;
3722 skinframe->reflect = NULL;
3723 skinframe->hasalpha = false;
3725 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3729 if (developer_loading.integer)
3730 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3732 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3733 if (textureflags & TEXF_ALPHA)
3735 for (i = 0;i < width * height;i++)
3737 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3739 skinframe->hasalpha = true;
3743 if (r_loadfog && skinframe->hasalpha)
3744 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3747 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3748 //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]);
3753 skinframe_t *R_SkinFrame_LoadMissing(void)
3755 skinframe_t *skinframe;
3757 if (cls.state == ca_dedicated)
3760 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3761 skinframe->stain = NULL;
3762 skinframe->merged = NULL;
3763 skinframe->base = NULL;
3764 skinframe->pants = NULL;
3765 skinframe->shirt = NULL;
3766 skinframe->nmap = NULL;
3767 skinframe->gloss = NULL;
3768 skinframe->glow = NULL;
3769 skinframe->fog = NULL;
3770 skinframe->reflect = NULL;
3771 skinframe->hasalpha = false;
3773 skinframe->avgcolor[0] = rand() / RAND_MAX;
3774 skinframe->avgcolor[1] = rand() / RAND_MAX;
3775 skinframe->avgcolor[2] = rand() / RAND_MAX;
3776 skinframe->avgcolor[3] = 1;
3781 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3782 typedef struct suffixinfo_s
3785 qboolean flipx, flipy, flipdiagonal;
3788 static suffixinfo_t suffix[3][6] =
3791 {"px", false, false, false},
3792 {"nx", false, false, false},
3793 {"py", false, false, false},
3794 {"ny", false, false, false},
3795 {"pz", false, false, false},
3796 {"nz", false, false, false}
3799 {"posx", false, false, false},
3800 {"negx", false, false, false},
3801 {"posy", false, false, false},
3802 {"negy", false, false, false},
3803 {"posz", false, false, false},
3804 {"negz", false, false, false}
3807 {"rt", true, false, true},
3808 {"lf", false, true, true},
3809 {"ft", true, true, false},
3810 {"bk", false, false, false},
3811 {"up", true, false, true},
3812 {"dn", true, false, true}
3816 static int componentorder[4] = {0, 1, 2, 3};
3818 static rtexture_t *R_LoadCubemap(const char *basename)
3820 int i, j, cubemapsize;
3821 unsigned char *cubemappixels, *image_buffer;
3822 rtexture_t *cubemaptexture;
3824 // must start 0 so the first loadimagepixels has no requested width/height
3826 cubemappixels = NULL;
3827 cubemaptexture = NULL;
3828 // keep trying different suffix groups (posx, px, rt) until one loads
3829 for (j = 0;j < 3 && !cubemappixels;j++)
3831 // load the 6 images in the suffix group
3832 for (i = 0;i < 6;i++)
3834 // generate an image name based on the base and and suffix
3835 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3837 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3839 // an image loaded, make sure width and height are equal
3840 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3842 // if this is the first image to load successfully, allocate the cubemap memory
3843 if (!cubemappixels && image_width >= 1)
3845 cubemapsize = image_width;
3846 // note this clears to black, so unavailable sides are black
3847 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3849 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3851 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);
3854 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3856 Mem_Free(image_buffer);
3860 // if a cubemap loaded, upload it
3863 if (developer_loading.integer)
3864 Con_Printf("loading cubemap \"%s\"\n", basename);
3866 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);
3867 Mem_Free(cubemappixels);
3871 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3872 if (developer_loading.integer)
3874 Con_Printf("(tried tried images ");
3875 for (j = 0;j < 3;j++)
3876 for (i = 0;i < 6;i++)
3877 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3878 Con_Print(" and was unable to find any of them).\n");
3881 return cubemaptexture;
3884 rtexture_t *R_GetCubemap(const char *basename)
3887 for (i = 0;i < r_texture_numcubemaps;i++)
3888 if (r_texture_cubemaps[i] != NULL)
3889 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3890 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3891 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3892 return r_texture_whitecube;
3893 r_texture_numcubemaps++;
3894 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3895 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3896 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3897 return r_texture_cubemaps[i]->texture;
3900 static void R_Main_FreeViewCache(void)
3902 if (r_refdef.viewcache.entityvisible)
3903 Mem_Free(r_refdef.viewcache.entityvisible);
3904 if (r_refdef.viewcache.world_pvsbits)
3905 Mem_Free(r_refdef.viewcache.world_pvsbits);
3906 if (r_refdef.viewcache.world_leafvisible)
3907 Mem_Free(r_refdef.viewcache.world_leafvisible);
3908 if (r_refdef.viewcache.world_surfacevisible)
3909 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3910 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3913 static void R_Main_ResizeViewCache(void)
3915 int numentities = r_refdef.scene.numentities;
3916 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3917 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3918 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3919 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3920 if (r_refdef.viewcache.maxentities < numentities)
3922 r_refdef.viewcache.maxentities = numentities;
3923 if (r_refdef.viewcache.entityvisible)
3924 Mem_Free(r_refdef.viewcache.entityvisible);
3925 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3927 if (r_refdef.viewcache.world_numclusters != numclusters)
3929 r_refdef.viewcache.world_numclusters = numclusters;
3930 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3931 if (r_refdef.viewcache.world_pvsbits)
3932 Mem_Free(r_refdef.viewcache.world_pvsbits);
3933 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3935 if (r_refdef.viewcache.world_numleafs != numleafs)
3937 r_refdef.viewcache.world_numleafs = numleafs;
3938 if (r_refdef.viewcache.world_leafvisible)
3939 Mem_Free(r_refdef.viewcache.world_leafvisible);
3940 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3942 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3944 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3945 if (r_refdef.viewcache.world_surfacevisible)
3946 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3947 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3951 extern rtexture_t *loadingscreentexture;
3952 static void gl_main_start(void)
3954 loadingscreentexture = NULL;
3955 r_texture_blanknormalmap = NULL;
3956 r_texture_white = NULL;
3957 r_texture_grey128 = NULL;
3958 r_texture_black = NULL;
3959 r_texture_whitecube = NULL;
3960 r_texture_normalizationcube = NULL;
3961 r_texture_fogattenuation = NULL;
3962 r_texture_fogheighttexture = NULL;
3963 r_texture_gammaramps = NULL;
3964 r_texture_numcubemaps = 0;
3966 r_loaddds = r_texture_dds_load.integer != 0;
3967 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3969 switch(vid.renderpath)
3971 case RENDERPATH_GL20:
3972 case RENDERPATH_D3D9:
3973 case RENDERPATH_D3D10:
3974 case RENDERPATH_D3D11:
3975 case RENDERPATH_SOFT:
3976 case RENDERPATH_GLES2:
3977 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3978 Cvar_SetValueQuick(&gl_combine, 1);
3979 Cvar_SetValueQuick(&r_glsl, 1);
3980 r_loadnormalmap = true;
3984 case RENDERPATH_GL13:
3985 case RENDERPATH_GLES1:
3986 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3987 Cvar_SetValueQuick(&gl_combine, 1);
3988 Cvar_SetValueQuick(&r_glsl, 0);
3989 r_loadnormalmap = false;
3990 r_loadgloss = false;
3993 case RENDERPATH_GL11:
3994 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3995 Cvar_SetValueQuick(&gl_combine, 0);
3996 Cvar_SetValueQuick(&r_glsl, 0);
3997 r_loadnormalmap = false;
3998 r_loadgloss = false;
4004 R_FrameData_Reset();
4008 memset(r_queries, 0, sizeof(r_queries));
4010 r_qwskincache = NULL;
4011 r_qwskincache_size = 0;
4013 // due to caching of texture_t references, the collision cache must be reset
4014 Collision_Cache_Reset(true);
4016 // set up r_skinframe loading system for textures
4017 memset(&r_skinframe, 0, sizeof(r_skinframe));
4018 r_skinframe.loadsequence = 1;
4019 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4021 r_main_texturepool = R_AllocTexturePool();
4022 R_BuildBlankTextures();
4024 if (vid.support.arb_texture_cube_map)
4027 R_BuildNormalizationCube();
4029 r_texture_fogattenuation = NULL;
4030 r_texture_fogheighttexture = NULL;
4031 r_texture_gammaramps = NULL;
4032 //r_texture_fogintensity = NULL;
4033 memset(&r_fb, 0, sizeof(r_fb));
4034 r_glsl_permutation = NULL;
4035 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4036 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4037 glslshaderstring = NULL;
4039 r_hlsl_permutation = NULL;
4040 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4041 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4043 hlslshaderstring = NULL;
4044 memset(&r_svbsp, 0, sizeof (r_svbsp));
4046 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4047 r_texture_numcubemaps = 0;
4049 r_refdef.fogmasktable_density = 0;
4052 static void gl_main_shutdown(void)
4055 R_FrameData_Reset();
4057 R_Main_FreeViewCache();
4059 switch(vid.renderpath)
4061 case RENDERPATH_GL11:
4062 case RENDERPATH_GL13:
4063 case RENDERPATH_GL20:
4064 case RENDERPATH_GLES1:
4065 case RENDERPATH_GLES2:
4066 #ifdef GL_SAMPLES_PASSED_ARB
4068 qglDeleteQueriesARB(r_maxqueries, r_queries);
4071 case RENDERPATH_D3D9:
4072 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4074 case RENDERPATH_D3D10:
4075 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4077 case RENDERPATH_D3D11:
4078 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4080 case RENDERPATH_SOFT:
4086 memset(r_queries, 0, sizeof(r_queries));
4088 r_qwskincache = NULL;
4089 r_qwskincache_size = 0;
4091 // clear out the r_skinframe state
4092 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4093 memset(&r_skinframe, 0, sizeof(r_skinframe));
4096 Mem_Free(r_svbsp.nodes);
4097 memset(&r_svbsp, 0, sizeof (r_svbsp));
4098 R_FreeTexturePool(&r_main_texturepool);
4099 loadingscreentexture = NULL;
4100 r_texture_blanknormalmap = NULL;
4101 r_texture_white = NULL;
4102 r_texture_grey128 = NULL;
4103 r_texture_black = NULL;
4104 r_texture_whitecube = NULL;
4105 r_texture_normalizationcube = NULL;
4106 r_texture_fogattenuation = NULL;
4107 r_texture_fogheighttexture = NULL;
4108 r_texture_gammaramps = NULL;
4109 r_texture_numcubemaps = 0;
4110 //r_texture_fogintensity = NULL;
4111 memset(&r_fb, 0, sizeof(r_fb));
4114 r_glsl_permutation = NULL;
4115 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4116 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4117 glslshaderstring = NULL;
4119 r_hlsl_permutation = NULL;
4120 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4121 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4123 hlslshaderstring = NULL;
4126 static void gl_main_newmap(void)
4128 // FIXME: move this code to client
4129 char *entities, entname[MAX_QPATH];
4131 Mem_Free(r_qwskincache);
4132 r_qwskincache = NULL;
4133 r_qwskincache_size = 0;
4136 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4137 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4139 CL_ParseEntityLump(entities);
4143 if (cl.worldmodel->brush.entities)
4144 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4146 R_Main_FreeViewCache();
4148 R_FrameData_Reset();
4151 void GL_Main_Init(void)
4153 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4155 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4156 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4157 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4158 if (gamemode == GAME_NEHAHRA)
4160 Cvar_RegisterVariable (&gl_fogenable);
4161 Cvar_RegisterVariable (&gl_fogdensity);
4162 Cvar_RegisterVariable (&gl_fogred);
4163 Cvar_RegisterVariable (&gl_foggreen);
4164 Cvar_RegisterVariable (&gl_fogblue);
4165 Cvar_RegisterVariable (&gl_fogstart);
4166 Cvar_RegisterVariable (&gl_fogend);
4167 Cvar_RegisterVariable (&gl_skyclip);
4169 Cvar_RegisterVariable(&r_motionblur);
4170 Cvar_RegisterVariable(&r_damageblur);
4171 Cvar_RegisterVariable(&r_motionblur_averaging);
4172 Cvar_RegisterVariable(&r_motionblur_randomize);
4173 Cvar_RegisterVariable(&r_motionblur_minblur);
4174 Cvar_RegisterVariable(&r_motionblur_maxblur);
4175 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4176 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4177 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4178 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4179 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4180 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4181 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4182 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4183 Cvar_RegisterVariable(&r_equalize_entities_by);
4184 Cvar_RegisterVariable(&r_equalize_entities_to);
4185 Cvar_RegisterVariable(&r_depthfirst);
4186 Cvar_RegisterVariable(&r_useinfinitefarclip);
4187 Cvar_RegisterVariable(&r_farclip_base);
4188 Cvar_RegisterVariable(&r_farclip_world);
4189 Cvar_RegisterVariable(&r_nearclip);
4190 Cvar_RegisterVariable(&r_deformvertexes);
4191 Cvar_RegisterVariable(&r_transparent);
4192 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4193 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4194 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4195 Cvar_RegisterVariable(&r_showoverdraw);
4196 Cvar_RegisterVariable(&r_showbboxes);
4197 Cvar_RegisterVariable(&r_showsurfaces);
4198 Cvar_RegisterVariable(&r_showtris);
4199 Cvar_RegisterVariable(&r_shownormals);
4200 Cvar_RegisterVariable(&r_showlighting);
4201 Cvar_RegisterVariable(&r_showshadowvolumes);
4202 Cvar_RegisterVariable(&r_showcollisionbrushes);
4203 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4204 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4205 Cvar_RegisterVariable(&r_showdisabledepthtest);
4206 Cvar_RegisterVariable(&r_drawportals);
4207 Cvar_RegisterVariable(&r_drawentities);
4208 Cvar_RegisterVariable(&r_draw2d);
4209 Cvar_RegisterVariable(&r_drawworld);
4210 Cvar_RegisterVariable(&r_cullentities_trace);
4211 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4212 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4213 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4214 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4215 Cvar_RegisterVariable(&r_sortentities);
4216 Cvar_RegisterVariable(&r_drawviewmodel);
4217 Cvar_RegisterVariable(&r_drawexteriormodel);
4218 Cvar_RegisterVariable(&r_speeds);
4219 Cvar_RegisterVariable(&r_fullbrights);
4220 Cvar_RegisterVariable(&r_wateralpha);
4221 Cvar_RegisterVariable(&r_dynamic);
4222 Cvar_RegisterVariable(&r_fakelight);
4223 Cvar_RegisterVariable(&r_fakelight_intensity);
4224 Cvar_RegisterVariable(&r_fullbright);
4225 Cvar_RegisterVariable(&r_shadows);
4226 Cvar_RegisterVariable(&r_shadows_darken);
4227 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4228 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4229 Cvar_RegisterVariable(&r_shadows_throwdistance);
4230 Cvar_RegisterVariable(&r_shadows_throwdirection);
4231 Cvar_RegisterVariable(&r_shadows_focus);
4232 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4233 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4234 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4235 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4236 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4237 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4238 Cvar_RegisterVariable(&r_fog_exp2);
4239 Cvar_RegisterVariable(&r_fog_clear);
4240 Cvar_RegisterVariable(&r_drawfog);
4241 Cvar_RegisterVariable(&r_transparentdepthmasking);
4242 Cvar_RegisterVariable(&r_transparent_sortmindist);
4243 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4244 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4245 Cvar_RegisterVariable(&r_texture_dds_load);
4246 Cvar_RegisterVariable(&r_texture_dds_save);
4247 Cvar_RegisterVariable(&r_textureunits);
4248 Cvar_RegisterVariable(&gl_combine);
4249 Cvar_RegisterVariable(&r_usedepthtextures);
4250 Cvar_RegisterVariable(&r_viewfbo);
4251 Cvar_RegisterVariable(&r_viewscale);
4252 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4253 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4254 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4255 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4256 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4257 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4258 Cvar_RegisterVariable(&r_glsl);
4259 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4260 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4261 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4262 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4263 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4264 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4265 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4266 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4267 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4268 Cvar_RegisterVariable(&r_glsl_postprocess);
4269 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4275 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4276 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4277 Cvar_RegisterVariable(&r_celshading);
4278 Cvar_RegisterVariable(&r_celoutlines);
4280 Cvar_RegisterVariable(&r_water);
4281 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4282 Cvar_RegisterVariable(&r_water_clippingplanebias);
4283 Cvar_RegisterVariable(&r_water_refractdistort);
4284 Cvar_RegisterVariable(&r_water_reflectdistort);
4285 Cvar_RegisterVariable(&r_water_scissormode);
4286 Cvar_RegisterVariable(&r_water_lowquality);
4287 Cvar_RegisterVariable(&r_water_hideplayer);
4288 Cvar_RegisterVariable(&r_water_fbo);
4290 Cvar_RegisterVariable(&r_lerpsprites);
4291 Cvar_RegisterVariable(&r_lerpmodels);
4292 Cvar_RegisterVariable(&r_lerplightstyles);
4293 Cvar_RegisterVariable(&r_waterscroll);
4294 Cvar_RegisterVariable(&r_bloom);
4295 Cvar_RegisterVariable(&r_bloom_colorscale);
4296 Cvar_RegisterVariable(&r_bloom_brighten);
4297 Cvar_RegisterVariable(&r_bloom_blur);
4298 Cvar_RegisterVariable(&r_bloom_resolution);
4299 Cvar_RegisterVariable(&r_bloom_colorexponent);
4300 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4301 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4302 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4303 Cvar_RegisterVariable(&r_hdr_glowintensity);
4304 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4305 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4306 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4307 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4308 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4309 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4310 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4311 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4312 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4313 Cvar_RegisterVariable(&developer_texturelogging);
4314 Cvar_RegisterVariable(&gl_lightmaps);
4315 Cvar_RegisterVariable(&r_test);
4316 Cvar_RegisterVariable(&r_glsl_saturation);
4317 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4318 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4319 Cvar_RegisterVariable(&r_framedatasize);
4320 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4321 Cvar_SetValue("r_fullbrights", 0);
4322 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4325 void Render_Init(void)
4338 R_LightningBeams_Init();
4348 extern char *ENGINE_EXTENSIONS;
4351 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4352 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4353 gl_version = (const char *)qglGetString(GL_VERSION);
4354 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4358 if (!gl_platformextensions)
4359 gl_platformextensions = "";
4361 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4362 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4363 Con_Printf("GL_VERSION: %s\n", gl_version);
4364 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4365 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4367 VID_CheckExtensions();
4369 // LordHavoc: report supported extensions
4370 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4372 // clear to black (loading plaque will be seen over this)
4373 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4377 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4381 if (r_trippy.integer)
4383 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4385 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4388 p = r_refdef.view.frustum + i;
4393 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4397 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4401 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4405 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4409 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4413 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4417 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4421 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4429 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4433 if (r_trippy.integer)
4435 for (i = 0;i < numplanes;i++)
4442 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4446 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4450 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4454 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4458 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4462 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4466 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4470 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4478 //==================================================================================
4480 // LordHavoc: this stores temporary data used within the same frame
4482 typedef struct r_framedata_mem_s
4484 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4485 size_t size; // how much usable space
4486 size_t current; // how much space in use
4487 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4488 size_t wantedsize; // how much space was allocated
4489 unsigned char *data; // start of real data (16byte aligned)
4493 static r_framedata_mem_t *r_framedata_mem;
4495 void R_FrameData_Reset(void)
4497 while (r_framedata_mem)
4499 r_framedata_mem_t *next = r_framedata_mem->purge;
4500 Mem_Free(r_framedata_mem);
4501 r_framedata_mem = next;
4505 static void R_FrameData_Resize(void)
4508 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4509 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4510 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4512 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4513 newmem->wantedsize = wantedsize;
4514 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4515 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4516 newmem->current = 0;
4518 newmem->purge = r_framedata_mem;
4519 r_framedata_mem = newmem;
4523 void R_FrameData_NewFrame(void)
4525 R_FrameData_Resize();
4526 if (!r_framedata_mem)
4528 // if we ran out of space on the last frame, free the old memory now
4529 while (r_framedata_mem->purge)
4531 // repeatedly remove the second item in the list, leaving only head
4532 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4533 Mem_Free(r_framedata_mem->purge);
4534 r_framedata_mem->purge = next;
4536 // reset the current mem pointer
4537 r_framedata_mem->current = 0;
4538 r_framedata_mem->mark = 0;
4541 void *R_FrameData_Alloc(size_t size)
4545 // align to 16 byte boundary - the data pointer is already aligned, so we
4546 // only need to ensure the size of every allocation is also aligned
4547 size = (size + 15) & ~15;
4549 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4551 // emergency - we ran out of space, allocate more memory
4552 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4553 R_FrameData_Resize();
4556 data = r_framedata_mem->data + r_framedata_mem->current;
4557 r_framedata_mem->current += size;
4559 // count the usage for stats
4560 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4561 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4563 return (void *)data;
4566 void *R_FrameData_Store(size_t size, void *data)
4568 void *d = R_FrameData_Alloc(size);
4570 memcpy(d, data, size);
4574 void R_FrameData_SetMark(void)
4576 if (!r_framedata_mem)
4578 r_framedata_mem->mark = r_framedata_mem->current;
4581 void R_FrameData_ReturnToMark(void)
4583 if (!r_framedata_mem)
4585 r_framedata_mem->current = r_framedata_mem->mark;
4588 //==================================================================================
4590 // LordHavoc: animcache originally written by Echon, rewritten since then
4593 * Animation cache prevents re-generating mesh data for an animated model
4594 * multiple times in one frame for lighting, shadowing, reflections, etc.
4597 void R_AnimCache_Free(void)
4601 void R_AnimCache_ClearCache(void)
4604 entity_render_t *ent;
4606 for (i = 0;i < r_refdef.scene.numentities;i++)
4608 ent = r_refdef.scene.entities[i];
4609 ent->animcache_vertex3f = NULL;
4610 ent->animcache_normal3f = NULL;
4611 ent->animcache_svector3f = NULL;
4612 ent->animcache_tvector3f = NULL;
4613 ent->animcache_vertexmesh = NULL;
4614 ent->animcache_vertex3fbuffer = NULL;
4615 ent->animcache_vertexmeshbuffer = NULL;
4619 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4623 // check if we need the meshbuffers
4624 if (!vid.useinterleavedarrays)
4627 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4628 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4629 // TODO: upload vertex3f buffer?
4630 if (ent->animcache_vertexmesh)
4632 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4633 for (i = 0;i < numvertices;i++)
4634 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4635 if (ent->animcache_svector3f)
4636 for (i = 0;i < numvertices;i++)
4637 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4638 if (ent->animcache_tvector3f)
4639 for (i = 0;i < numvertices;i++)
4640 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4641 if (ent->animcache_normal3f)
4642 for (i = 0;i < numvertices;i++)
4643 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4644 // TODO: upload vertexmeshbuffer?
4648 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4650 dp_model_t *model = ent->model;
4652 // see if it's already cached this frame
4653 if (ent->animcache_vertex3f)
4655 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4656 if (wantnormals || wanttangents)
4658 if (ent->animcache_normal3f)
4659 wantnormals = false;
4660 if (ent->animcache_svector3f)
4661 wanttangents = false;
4662 if (wantnormals || wanttangents)
4664 numvertices = model->surfmesh.num_vertices;
4666 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4669 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4670 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4672 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4673 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4679 // see if this ent is worth caching
4680 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4682 // get some memory for this entity and generate mesh data
4683 numvertices = model->surfmesh.num_vertices;
4684 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4686 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4689 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4690 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4692 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4693 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4698 void R_AnimCache_CacheVisibleEntities(void)
4701 qboolean wantnormals = true;
4702 qboolean wanttangents = !r_showsurfaces.integer;
4704 switch(vid.renderpath)
4706 case RENDERPATH_GL20:
4707 case RENDERPATH_D3D9:
4708 case RENDERPATH_D3D10:
4709 case RENDERPATH_D3D11:
4710 case RENDERPATH_GLES2:
4712 case RENDERPATH_GL11:
4713 case RENDERPATH_GL13:
4714 case RENDERPATH_GLES1:
4715 wanttangents = false;
4717 case RENDERPATH_SOFT:
4721 if (r_shownormals.integer)
4722 wanttangents = wantnormals = true;
4724 // TODO: thread this
4725 // NOTE: R_PrepareRTLights() also caches entities
4727 for (i = 0;i < r_refdef.scene.numentities;i++)
4728 if (r_refdef.viewcache.entityvisible[i])
4729 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4732 //==================================================================================
4734 extern cvar_t r_overheadsprites_pushback;
4736 static void R_View_UpdateEntityLighting (void)
4739 entity_render_t *ent;
4740 vec3_t tempdiffusenormal, avg;
4741 vec_t f, fa, fd, fdd;
4742 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4744 for (i = 0;i < r_refdef.scene.numentities;i++)
4746 ent = r_refdef.scene.entities[i];
4748 // skip unseen models
4749 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4753 if (ent->model && ent->model == cl.worldmodel)
4755 // TODO: use modellight for r_ambient settings on world?
4756 VectorSet(ent->modellight_ambient, 0, 0, 0);
4757 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4758 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4762 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4764 // aleady updated by CSQC
4765 // TODO: force modellight on BSP models in this case?
4766 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4770 // fetch the lighting from the worldmodel data
4771 VectorClear(ent->modellight_ambient);
4772 VectorClear(ent->modellight_diffuse);
4773 VectorClear(tempdiffusenormal);
4774 if (ent->flags & RENDER_LIGHT)
4777 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4779 // complete lightning for lit sprites
4780 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4781 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4783 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4784 org[2] = org[2] + r_overheadsprites_pushback.value;
4785 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4788 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4790 if(ent->flags & RENDER_EQUALIZE)
4792 // first fix up ambient lighting...
4793 if(r_equalize_entities_minambient.value > 0)
4795 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4798 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4799 if(fa < r_equalize_entities_minambient.value * fd)
4802 // fa'/fd' = minambient
4803 // fa'+0.25*fd' = fa+0.25*fd
4805 // fa' = fd' * minambient
4806 // fd'*(0.25+minambient) = fa+0.25*fd
4808 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4809 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4811 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4812 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4813 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4814 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4819 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4821 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4822 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4826 // adjust brightness and saturation to target
4827 avg[0] = avg[1] = avg[2] = fa / f;
4828 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4829 avg[0] = avg[1] = avg[2] = fd / f;
4830 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4836 VectorSet(ent->modellight_ambient, 1, 1, 1);
4839 // move the light direction into modelspace coordinates for lighting code
4840 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4841 if(VectorLength2(ent->modellight_lightdir) == 0)
4842 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4843 VectorNormalize(ent->modellight_lightdir);
4847 #define MAX_LINEOFSIGHTTRACES 64
4849 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4852 vec3_t boxmins, boxmaxs;
4855 dp_model_t *model = r_refdef.scene.worldmodel;
4857 if (!model || !model->brush.TraceLineOfSight)
4860 // expand the box a little
4861 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4862 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4863 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4864 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4865 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4866 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4868 // return true if eye is inside enlarged box
4869 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4873 VectorCopy(eye, start);
4874 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4875 if (model->brush.TraceLineOfSight(model, start, end))
4878 // try various random positions
4879 for (i = 0;i < numsamples;i++)
4881 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4882 if (model->brush.TraceLineOfSight(model, start, end))
4890 static void R_View_UpdateEntityVisible (void)
4895 entity_render_t *ent;
4897 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4898 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4899 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4900 : RENDER_EXTERIORMODEL;
4901 if (!r_drawviewmodel.integer)
4902 renderimask |= RENDER_VIEWMODEL;
4903 if (!r_drawexteriormodel.integer)
4904 renderimask |= RENDER_EXTERIORMODEL;
4905 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4907 // worldmodel can check visibility
4908 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4909 for (i = 0;i < r_refdef.scene.numentities;i++)
4911 ent = r_refdef.scene.entities[i];
4912 if (!(ent->flags & renderimask))
4913 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)))
4914 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))
4915 r_refdef.viewcache.entityvisible[i] = true;
4920 // no worldmodel or it can't check visibility
4921 for (i = 0;i < r_refdef.scene.numentities;i++)
4923 ent = r_refdef.scene.entities[i];
4924 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4927 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4928 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4930 for (i = 0;i < r_refdef.scene.numentities;i++)
4932 if (!r_refdef.viewcache.entityvisible[i])
4934 ent = r_refdef.scene.entities[i];
4935 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4937 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4939 continue; // temp entities do pvs only
4940 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4941 ent->last_trace_visibility = realtime;
4942 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4943 r_refdef.viewcache.entityvisible[i] = 0;
4949 /// only used if skyrendermasked, and normally returns false
4950 static int R_DrawBrushModelsSky (void)
4953 entity_render_t *ent;
4956 for (i = 0;i < r_refdef.scene.numentities;i++)
4958 if (!r_refdef.viewcache.entityvisible[i])
4960 ent = r_refdef.scene.entities[i];
4961 if (!ent->model || !ent->model->DrawSky)
4963 ent->model->DrawSky(ent);
4969 static void R_DrawNoModel(entity_render_t *ent);
4970 static void R_DrawModels(void)
4973 entity_render_t *ent;
4975 for (i = 0;i < r_refdef.scene.numentities;i++)
4977 if (!r_refdef.viewcache.entityvisible[i])
4979 ent = r_refdef.scene.entities[i];
4980 r_refdef.stats.entities++;
4982 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4985 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4986 Con_Printf("R_DrawModels\n");
4987 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]);
4988 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);
4989 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);
4992 if (ent->model && ent->model->Draw != NULL)
4993 ent->model->Draw(ent);
4999 static void R_DrawModelsDepth(void)
5002 entity_render_t *ent;
5004 for (i = 0;i < r_refdef.scene.numentities;i++)
5006 if (!r_refdef.viewcache.entityvisible[i])
5008 ent = r_refdef.scene.entities[i];
5009 if (ent->model && ent->model->DrawDepth != NULL)
5010 ent->model->DrawDepth(ent);
5014 static void R_DrawModelsDebug(void)
5017 entity_render_t *ent;
5019 for (i = 0;i < r_refdef.scene.numentities;i++)
5021 if (!r_refdef.viewcache.entityvisible[i])
5023 ent = r_refdef.scene.entities[i];
5024 if (ent->model && ent->model->DrawDebug != NULL)
5025 ent->model->DrawDebug(ent);
5029 static void R_DrawModelsAddWaterPlanes(void)
5032 entity_render_t *ent;
5034 for (i = 0;i < r_refdef.scene.numentities;i++)
5036 if (!r_refdef.viewcache.entityvisible[i])
5038 ent = r_refdef.scene.entities[i];
5039 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5040 ent->model->DrawAddWaterPlanes(ent);
5044 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}};
5046 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5048 if (r_hdr_irisadaptation.integer)
5053 vec3_t diffusenormal;
5055 vec_t brightness = 0.0f;
5060 VectorCopy(r_refdef.view.forward, forward);
5061 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5063 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5064 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5065 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5066 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5067 d = DotProduct(forward, diffusenormal);
5068 brightness += VectorLength(ambient);
5070 brightness += d * VectorLength(diffuse);
5072 brightness *= 1.0f / c;
5073 brightness += 0.00001f; // make sure it's never zero
5074 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5075 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5076 current = r_hdr_irisadaptation_value.value;
5078 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5079 else if (current > goal)
5080 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5081 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5082 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5084 else if (r_hdr_irisadaptation_value.value != 1.0f)
5085 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5088 static void R_View_SetFrustum(const int *scissor)
5091 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5092 vec3_t forward, left, up, origin, v;
5096 // flipped x coordinates (because x points left here)
5097 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5098 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5100 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5101 switch(vid.renderpath)
5103 case RENDERPATH_D3D9:
5104 case RENDERPATH_D3D10:
5105 case RENDERPATH_D3D11:
5106 // non-flipped y coordinates
5107 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5108 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5110 case RENDERPATH_SOFT:
5111 case RENDERPATH_GL11:
5112 case RENDERPATH_GL13:
5113 case RENDERPATH_GL20:
5114 case RENDERPATH_GLES1:
5115 case RENDERPATH_GLES2:
5116 // non-flipped y coordinates
5117 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5118 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5123 // we can't trust r_refdef.view.forward and friends in reflected scenes
5124 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5127 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5128 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5129 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5130 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5131 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5132 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5133 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5134 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5135 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5136 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5137 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5138 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5142 zNear = r_refdef.nearclip;
5143 nudge = 1.0 - 1.0 / (1<<23);
5144 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5145 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5146 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5147 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5148 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5149 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5150 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5151 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5157 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5158 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5159 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5160 r_refdef.view.frustum[0].dist = m[15] - m[12];
5162 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5163 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5164 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5165 r_refdef.view.frustum[1].dist = m[15] + m[12];
5167 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5168 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5169 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5170 r_refdef.view.frustum[2].dist = m[15] - m[13];
5172 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5173 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5174 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5175 r_refdef.view.frustum[3].dist = m[15] + m[13];
5177 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5178 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5179 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5180 r_refdef.view.frustum[4].dist = m[15] - m[14];
5182 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5183 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5184 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5185 r_refdef.view.frustum[5].dist = m[15] + m[14];
5188 if (r_refdef.view.useperspective)
5190 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5191 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]);
5192 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]);
5193 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]);
5194 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]);
5196 // then the normals from the corners relative to origin
5197 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5198 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5199 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5200 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5202 // in a NORMAL view, forward cross left == up
5203 // in a REFLECTED view, forward cross left == down
5204 // so our cross products above need to be adjusted for a left handed coordinate system
5205 CrossProduct(forward, left, v);
5206 if(DotProduct(v, up) < 0)
5208 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5209 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5210 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5211 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5214 // Leaving those out was a mistake, those were in the old code, and they
5215 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5216 // I couldn't reproduce it after adding those normalizations. --blub
5217 VectorNormalize(r_refdef.view.frustum[0].normal);
5218 VectorNormalize(r_refdef.view.frustum[1].normal);
5219 VectorNormalize(r_refdef.view.frustum[2].normal);
5220 VectorNormalize(r_refdef.view.frustum[3].normal);
5222 // make the corners absolute
5223 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5224 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5225 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5226 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5229 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5231 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5232 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5233 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5234 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5235 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5239 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5240 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5241 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5242 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5243 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5244 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5245 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5246 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5247 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5248 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5250 r_refdef.view.numfrustumplanes = 5;
5252 if (r_refdef.view.useclipplane)
5254 r_refdef.view.numfrustumplanes = 6;
5255 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5258 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5259 PlaneClassify(r_refdef.view.frustum + i);
5261 // LordHavoc: note to all quake engine coders, Quake had a special case
5262 // for 90 degrees which assumed a square view (wrong), so I removed it,
5263 // Quake2 has it disabled as well.
5265 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5266 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5267 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5268 //PlaneClassify(&frustum[0]);
5270 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5271 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5272 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5273 //PlaneClassify(&frustum[1]);
5275 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5276 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5277 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5278 //PlaneClassify(&frustum[2]);
5280 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5281 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5282 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5283 //PlaneClassify(&frustum[3]);
5286 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5287 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5288 //PlaneClassify(&frustum[4]);
5291 static void R_View_UpdateWithScissor(const int *myscissor)
5293 R_Main_ResizeViewCache();
5294 R_View_SetFrustum(myscissor);
5295 R_View_WorldVisibility(r_refdef.view.useclipplane);
5296 R_View_UpdateEntityVisible();
5297 R_View_UpdateEntityLighting();
5300 static void R_View_Update(void)
5302 R_Main_ResizeViewCache();
5303 R_View_SetFrustum(NULL);
5304 R_View_WorldVisibility(r_refdef.view.useclipplane);
5305 R_View_UpdateEntityVisible();
5306 R_View_UpdateEntityLighting();
5309 float viewscalefpsadjusted = 1.0f;
5311 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5313 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5314 scale = bound(0.03125f, scale, 1.0f);
5315 *outwidth = (int)ceil(width * scale);
5316 *outheight = (int)ceil(height * scale);
5319 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5321 const float *customclipplane = NULL;
5323 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5324 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5326 // LordHavoc: couldn't figure out how to make this approach the
5327 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5328 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5329 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5330 dist = r_refdef.view.clipplane.dist;
5331 plane[0] = r_refdef.view.clipplane.normal[0];
5332 plane[1] = r_refdef.view.clipplane.normal[1];
5333 plane[2] = r_refdef.view.clipplane.normal[2];
5335 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5338 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5339 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5341 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5342 if (!r_refdef.view.useperspective)
5343 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5344 else if (vid.stencil && r_useinfinitefarclip.integer)
5345 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5347 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5348 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5349 R_SetViewport(&r_refdef.view.viewport);
5350 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5352 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5353 float screenplane[4];
5354 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5355 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5356 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5357 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5358 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5362 void R_EntityMatrix(const matrix4x4_t *matrix)
5364 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5366 gl_modelmatrixchanged = false;
5367 gl_modelmatrix = *matrix;
5368 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5369 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5370 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5371 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5373 switch(vid.renderpath)
5375 case RENDERPATH_D3D9:
5377 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5378 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5381 case RENDERPATH_D3D10:
5382 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5384 case RENDERPATH_D3D11:
5385 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5387 case RENDERPATH_GL11:
5388 case RENDERPATH_GL13:
5389 case RENDERPATH_GLES1:
5390 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5392 case RENDERPATH_SOFT:
5393 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5394 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5396 case RENDERPATH_GL20:
5397 case RENDERPATH_GLES2:
5398 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5399 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5405 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5407 r_viewport_t viewport;
5411 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5412 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5413 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5414 R_SetViewport(&viewport);
5415 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5416 GL_Color(1, 1, 1, 1);
5417 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5418 GL_BlendFunc(GL_ONE, GL_ZERO);
5419 GL_ScissorTest(false);
5420 GL_DepthMask(false);
5421 GL_DepthRange(0, 1);
5422 GL_DepthTest(false);
5423 GL_DepthFunc(GL_LEQUAL);
5424 R_EntityMatrix(&identitymatrix);
5425 R_Mesh_ResetTextureState();
5426 GL_PolygonOffset(0, 0);
5427 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5428 switch(vid.renderpath)
5430 case RENDERPATH_GL11:
5431 case RENDERPATH_GL13:
5432 case RENDERPATH_GL20:
5433 case RENDERPATH_GLES1:
5434 case RENDERPATH_GLES2:
5435 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5437 case RENDERPATH_D3D9:
5438 case RENDERPATH_D3D10:
5439 case RENDERPATH_D3D11:
5440 case RENDERPATH_SOFT:
5443 GL_CullFace(GL_NONE);
5448 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5452 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5455 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5459 R_SetupView(true, fbo, depthtexture, colortexture);
5460 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5461 GL_Color(1, 1, 1, 1);
5462 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5463 GL_BlendFunc(GL_ONE, GL_ZERO);
5464 GL_ScissorTest(true);
5466 GL_DepthRange(0, 1);
5468 GL_DepthFunc(GL_LEQUAL);
5469 R_EntityMatrix(&identitymatrix);
5470 R_Mesh_ResetTextureState();
5471 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5472 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5473 switch(vid.renderpath)
5475 case RENDERPATH_GL11:
5476 case RENDERPATH_GL13:
5477 case RENDERPATH_GL20:
5478 case RENDERPATH_GLES1:
5479 case RENDERPATH_GLES2:
5480 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5482 case RENDERPATH_D3D9:
5483 case RENDERPATH_D3D10:
5484 case RENDERPATH_D3D11:
5485 case RENDERPATH_SOFT:
5488 GL_CullFace(r_refdef.view.cullface_back);
5493 R_RenderView_UpdateViewVectors
5496 void R_RenderView_UpdateViewVectors(void)
5498 // break apart the view matrix into vectors for various purposes
5499 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5500 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5501 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5502 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5503 // make an inverted copy of the view matrix for tracking sprites
5504 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5507 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5508 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5510 static void R_Water_StartFrame(void)
5513 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5514 r_waterstate_waterplane_t *p;
5515 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5517 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5520 switch(vid.renderpath)
5522 case RENDERPATH_GL20:
5523 case RENDERPATH_D3D9:
5524 case RENDERPATH_D3D10:
5525 case RENDERPATH_D3D11:
5526 case RENDERPATH_SOFT:
5527 case RENDERPATH_GLES2:
5529 case RENDERPATH_GL11:
5530 case RENDERPATH_GL13:
5531 case RENDERPATH_GLES1:
5535 // set waterwidth and waterheight to the water resolution that will be
5536 // used (often less than the screen resolution for faster rendering)
5537 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5539 // calculate desired texture sizes
5540 // can't use water if the card does not support the texture size
5541 if (!r_water.integer || r_showsurfaces.integer)
5542 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5543 else if (vid.support.arb_texture_non_power_of_two)
5545 texturewidth = waterwidth;
5546 textureheight = waterheight;
5547 camerawidth = waterwidth;
5548 cameraheight = waterheight;
5552 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5553 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5554 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5555 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5558 // allocate textures as needed
5559 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5561 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5562 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5564 if (p->texture_refraction)
5565 R_FreeTexture(p->texture_refraction);
5566 p->texture_refraction = NULL;
5567 if (p->fbo_refraction)
5568 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5569 p->fbo_refraction = 0;
5570 if (p->texture_reflection)
5571 R_FreeTexture(p->texture_reflection);
5572 p->texture_reflection = NULL;
5573 if (p->fbo_reflection)
5574 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5575 p->fbo_reflection = 0;
5576 if (p->texture_camera)
5577 R_FreeTexture(p->texture_camera);
5578 p->texture_camera = NULL;
5580 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5583 memset(&r_fb.water, 0, sizeof(r_fb.water));
5584 r_fb.water.texturewidth = texturewidth;
5585 r_fb.water.textureheight = textureheight;
5586 r_fb.water.camerawidth = camerawidth;
5587 r_fb.water.cameraheight = cameraheight;
5590 if (r_fb.water.texturewidth)
5592 int scaledwidth, scaledheight;
5594 r_fb.water.enabled = true;
5596 // water resolution is usually reduced
5597 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5598 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5599 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5601 // set up variables that will be used in shader setup
5602 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5603 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5604 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5605 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5608 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5609 r_fb.water.numwaterplanes = 0;
5612 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5614 int planeindex, bestplaneindex, vertexindex;
5615 vec3_t mins, maxs, normal, center, v, n;
5616 vec_t planescore, bestplanescore;
5618 r_waterstate_waterplane_t *p;
5619 texture_t *t = R_GetCurrentTexture(surface->texture);
5621 rsurface.texture = t;
5622 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5623 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5624 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5626 // average the vertex normals, find the surface bounds (after deformvertexes)
5627 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5628 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5629 VectorCopy(n, normal);
5630 VectorCopy(v, mins);
5631 VectorCopy(v, maxs);
5632 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5634 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5635 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5636 VectorAdd(normal, n, normal);
5637 mins[0] = min(mins[0], v[0]);
5638 mins[1] = min(mins[1], v[1]);
5639 mins[2] = min(mins[2], v[2]);
5640 maxs[0] = max(maxs[0], v[0]);
5641 maxs[1] = max(maxs[1], v[1]);
5642 maxs[2] = max(maxs[2], v[2]);
5644 VectorNormalize(normal);
5645 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5647 VectorCopy(normal, plane.normal);
5648 VectorNormalize(plane.normal);
5649 plane.dist = DotProduct(center, plane.normal);
5650 PlaneClassify(&plane);
5651 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5653 // skip backfaces (except if nocullface is set)
5654 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5656 VectorNegate(plane.normal, plane.normal);
5658 PlaneClassify(&plane);
5662 // find a matching plane if there is one
5663 bestplaneindex = -1;
5664 bestplanescore = 1048576.0f;
5665 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5667 if(p->camera_entity == t->camera_entity)
5669 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5670 if (bestplaneindex < 0 || bestplanescore > planescore)
5672 bestplaneindex = planeindex;
5673 bestplanescore = planescore;
5677 planeindex = bestplaneindex;
5678 p = r_fb.water.waterplanes + planeindex;
5680 // if this surface does not fit any known plane rendered this frame, add one
5681 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5683 // store the new plane
5684 planeindex = r_fb.water.numwaterplanes++;
5685 p = r_fb.water.waterplanes + planeindex;
5687 // clear materialflags and pvs
5688 p->materialflags = 0;
5689 p->pvsvalid = false;
5690 p->camera_entity = t->camera_entity;
5691 VectorCopy(mins, p->mins);
5692 VectorCopy(maxs, p->maxs);
5696 // merge mins/maxs when we're adding this surface to the plane
5697 p->mins[0] = min(p->mins[0], mins[0]);
5698 p->mins[1] = min(p->mins[1], mins[1]);
5699 p->mins[2] = min(p->mins[2], mins[2]);
5700 p->maxs[0] = max(p->maxs[0], maxs[0]);
5701 p->maxs[1] = max(p->maxs[1], maxs[1]);
5702 p->maxs[2] = max(p->maxs[2], maxs[2]);
5704 // merge this surface's materialflags into the waterplane
5705 p->materialflags |= t->currentmaterialflags;
5706 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5708 // merge this surface's PVS into the waterplane
5709 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5710 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5712 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5718 extern cvar_t r_drawparticles;
5719 extern cvar_t r_drawdecals;
5721 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5724 r_refdef_view_t originalview;
5725 r_refdef_view_t myview;
5726 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;
5727 r_waterstate_waterplane_t *p;
5729 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5732 originalview = r_refdef.view;
5734 // lowquality hack, temporarily shut down some cvars and restore afterwards
5735 qualityreduction = r_water_lowquality.integer;
5736 if (qualityreduction > 0)
5738 if (qualityreduction >= 1)
5740 old_r_shadows = r_shadows.integer;
5741 old_r_worldrtlight = r_shadow_realtime_world.integer;
5742 old_r_dlight = r_shadow_realtime_dlight.integer;
5743 Cvar_SetValueQuick(&r_shadows, 0);
5744 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5745 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5747 if (qualityreduction >= 2)
5749 old_r_dynamic = r_dynamic.integer;
5750 old_r_particles = r_drawparticles.integer;
5751 old_r_decals = r_drawdecals.integer;
5752 Cvar_SetValueQuick(&r_dynamic, 0);
5753 Cvar_SetValueQuick(&r_drawparticles, 0);
5754 Cvar_SetValueQuick(&r_drawdecals, 0);
5758 // make sure enough textures are allocated
5759 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5761 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5763 if (!p->texture_refraction)
5764 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5765 if (!p->texture_refraction)
5769 if (r_fb.water.depthtexture == NULL)
5770 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5771 if (p->fbo_refraction == 0)
5772 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5775 else if (p->materialflags & MATERIALFLAG_CAMERA)
5777 if (!p->texture_camera)
5778 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5779 if (!p->texture_camera)
5783 if (r_fb.water.depthtexture == NULL)
5784 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5785 if (p->fbo_camera == 0)
5786 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5790 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5792 if (!p->texture_reflection)
5793 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5794 if (!p->texture_reflection)
5798 if (r_fb.water.depthtexture == NULL)
5799 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5800 if (p->fbo_reflection == 0)
5801 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5807 r_refdef.view = originalview;
5808 r_refdef.view.showdebug = false;
5809 r_refdef.view.width = r_fb.water.waterwidth;
5810 r_refdef.view.height = r_fb.water.waterheight;
5811 r_refdef.view.useclipplane = true;
5812 myview = r_refdef.view;
5813 r_fb.water.renderingscene = true;
5814 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5816 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5818 r_refdef.view = myview;
5819 if(r_water_scissormode.integer)
5821 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5822 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5823 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5826 // render reflected scene and copy into texture
5827 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5828 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5829 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5830 r_refdef.view.clipplane = p->plane;
5831 // reverse the cullface settings for this render
5832 r_refdef.view.cullface_front = GL_FRONT;
5833 r_refdef.view.cullface_back = GL_BACK;
5834 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5836 r_refdef.view.usecustompvs = true;
5838 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5840 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5843 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5844 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5845 R_ClearScreen(r_refdef.fogenabled);
5846 if(r_water_scissormode.integer & 2)
5847 R_View_UpdateWithScissor(myscissor);
5850 R_AnimCache_CacheVisibleEntities();
5851 if(r_water_scissormode.integer & 1)
5852 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5853 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5855 if (!p->fbo_reflection)
5856 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5857 r_fb.water.hideplayer = false;
5860 // render the normal view scene and copy into texture
5861 // (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)
5862 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5864 r_refdef.view = myview;
5865 if(r_water_scissormode.integer)
5867 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5868 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5869 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5872 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5874 r_refdef.view.clipplane = p->plane;
5875 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5876 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5878 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5880 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5881 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5882 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5883 R_RenderView_UpdateViewVectors();
5884 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5886 r_refdef.view.usecustompvs = true;
5887 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);
5891 PlaneClassify(&r_refdef.view.clipplane);
5893 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5894 R_ClearScreen(r_refdef.fogenabled);
5895 if(r_water_scissormode.integer & 2)
5896 R_View_UpdateWithScissor(myscissor);
5899 R_AnimCache_CacheVisibleEntities();
5900 if(r_water_scissormode.integer & 1)
5901 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5902 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5904 if (!p->fbo_refraction)
5905 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5906 r_fb.water.hideplayer = false;
5908 else if (p->materialflags & MATERIALFLAG_CAMERA)
5910 r_refdef.view = myview;
5912 r_refdef.view.clipplane = p->plane;
5913 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5914 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5916 r_refdef.view.width = r_fb.water.camerawidth;
5917 r_refdef.view.height = r_fb.water.cameraheight;
5918 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5919 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5920 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5921 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5923 if(p->camera_entity)
5925 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5926 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5929 // note: all of the view is used for displaying... so
5930 // there is no use in scissoring
5932 // reverse the cullface settings for this render
5933 r_refdef.view.cullface_front = GL_FRONT;
5934 r_refdef.view.cullface_back = GL_BACK;
5935 // also reverse the view matrix
5936 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
5937 R_RenderView_UpdateViewVectors();
5938 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5940 r_refdef.view.usecustompvs = true;
5941 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);
5944 // camera needs no clipplane
5945 r_refdef.view.useclipplane = false;
5947 PlaneClassify(&r_refdef.view.clipplane);
5949 r_fb.water.hideplayer = false;
5951 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5952 R_ClearScreen(r_refdef.fogenabled);
5954 R_AnimCache_CacheVisibleEntities();
5955 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5958 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5959 r_fb.water.hideplayer = false;
5963 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5964 r_fb.water.renderingscene = false;
5965 r_refdef.view = originalview;
5966 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5967 if (!r_fb.water.depthtexture)
5968 R_ClearScreen(r_refdef.fogenabled);
5970 R_AnimCache_CacheVisibleEntities();
5973 r_refdef.view = originalview;
5974 r_fb.water.renderingscene = false;
5975 Cvar_SetValueQuick(&r_water, 0);
5976 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5978 // lowquality hack, restore cvars
5979 if (qualityreduction > 0)
5981 if (qualityreduction >= 1)
5983 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5984 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5985 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5987 if (qualityreduction >= 2)
5989 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5990 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5991 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5996 static void R_Bloom_StartFrame(void)
5999 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6000 int viewwidth, viewheight;
6001 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
6002 textype_t textype = TEXTYPE_COLORBUFFER;
6004 switch (vid.renderpath)
6006 case RENDERPATH_GL20:
6007 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6008 if (vid.support.ext_framebuffer_object)
6010 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6011 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6014 case RENDERPATH_GL11:
6015 case RENDERPATH_GL13:
6016 case RENDERPATH_GLES1:
6017 case RENDERPATH_GLES2:
6018 case RENDERPATH_D3D9:
6019 case RENDERPATH_D3D10:
6020 case RENDERPATH_D3D11:
6021 r_fb.usedepthtextures = false;
6023 case RENDERPATH_SOFT:
6024 r_fb.usedepthtextures = true;
6028 if (r_viewscale_fpsscaling.integer)
6030 double actualframetime;
6031 double targetframetime;
6033 actualframetime = r_refdef.lastdrawscreentime;
6034 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6035 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6036 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6037 if (r_viewscale_fpsscaling_stepsize.value > 0)
6038 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6039 viewscalefpsadjusted += adjust;
6040 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6043 viewscalefpsadjusted = 1.0f;
6045 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6047 switch(vid.renderpath)
6049 case RENDERPATH_GL20:
6050 case RENDERPATH_D3D9:
6051 case RENDERPATH_D3D10:
6052 case RENDERPATH_D3D11:
6053 case RENDERPATH_SOFT:
6054 case RENDERPATH_GLES2:
6056 case RENDERPATH_GL11:
6057 case RENDERPATH_GL13:
6058 case RENDERPATH_GLES1:
6062 // set bloomwidth and bloomheight to the bloom resolution that will be
6063 // used (often less than the screen resolution for faster rendering)
6064 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6065 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6066 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6067 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6068 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6070 // calculate desired texture sizes
6071 if (vid.support.arb_texture_non_power_of_two)
6073 screentexturewidth = vid.width;
6074 screentextureheight = vid.height;
6075 bloomtexturewidth = r_fb.bloomwidth;
6076 bloomtextureheight = r_fb.bloomheight;
6080 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6081 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6082 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6083 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6086 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))
6088 Cvar_SetValueQuick(&r_bloom, 0);
6089 Cvar_SetValueQuick(&r_motionblur, 0);
6090 Cvar_SetValueQuick(&r_damageblur, 0);
6093 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6095 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6097 && r_viewscale.value == 1.0f
6098 && !r_viewscale_fpsscaling.integer)
6099 screentexturewidth = screentextureheight = 0;
6100 if (!r_bloom.integer)
6101 bloomtexturewidth = bloomtextureheight = 0;
6103 // allocate textures as needed
6104 if (r_fb.screentexturewidth != screentexturewidth
6105 || r_fb.screentextureheight != screentextureheight
6106 || r_fb.bloomtexturewidth != bloomtexturewidth
6107 || r_fb.bloomtextureheight != bloomtextureheight
6108 || r_fb.textype != textype
6109 || useviewfbo != (r_fb.fbo != 0))
6111 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6113 if (r_fb.bloomtexture[i])
6114 R_FreeTexture(r_fb.bloomtexture[i]);
6115 r_fb.bloomtexture[i] = NULL;
6117 if (r_fb.bloomfbo[i])
6118 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6119 r_fb.bloomfbo[i] = 0;
6123 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6126 if (r_fb.colortexture)
6127 R_FreeTexture(r_fb.colortexture);
6128 r_fb.colortexture = NULL;
6130 if (r_fb.depthtexture)
6131 R_FreeTexture(r_fb.depthtexture);
6132 r_fb.depthtexture = NULL;
6134 if (r_fb.ghosttexture)
6135 R_FreeTexture(r_fb.ghosttexture);
6136 r_fb.ghosttexture = NULL;
6138 r_fb.screentexturewidth = screentexturewidth;
6139 r_fb.screentextureheight = screentextureheight;
6140 r_fb.bloomtexturewidth = bloomtexturewidth;
6141 r_fb.bloomtextureheight = bloomtextureheight;
6142 r_fb.textype = textype;
6144 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6146 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6147 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);
6148 r_fb.ghosttexture_valid = false;
6149 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6152 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6153 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6154 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6158 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6160 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6162 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6164 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6169 // bloom texture is a different resolution
6170 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6171 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6172 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6173 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6174 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6176 // set up a texcoord array for the full resolution screen image
6177 // (we have to keep this around to copy back during final render)
6178 r_fb.screentexcoord2f[0] = 0;
6179 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6180 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6181 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6182 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6183 r_fb.screentexcoord2f[5] = 0;
6184 r_fb.screentexcoord2f[6] = 0;
6185 r_fb.screentexcoord2f[7] = 0;
6189 for (i = 1;i < 8;i += 2)
6191 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6195 // set up a texcoord array for the reduced resolution bloom image
6196 // (which will be additive blended over the screen image)
6197 r_fb.bloomtexcoord2f[0] = 0;
6198 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6199 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6200 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6201 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6202 r_fb.bloomtexcoord2f[5] = 0;
6203 r_fb.bloomtexcoord2f[6] = 0;
6204 r_fb.bloomtexcoord2f[7] = 0;
6206 switch(vid.renderpath)
6208 case RENDERPATH_GL11:
6209 case RENDERPATH_GL13:
6210 case RENDERPATH_GL20:
6211 case RENDERPATH_SOFT:
6212 case RENDERPATH_GLES1:
6213 case RENDERPATH_GLES2:
6215 case RENDERPATH_D3D9:
6216 case RENDERPATH_D3D10:
6217 case RENDERPATH_D3D11:
6218 for (i = 0;i < 4;i++)
6220 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6221 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6222 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6223 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6228 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6231 r_refdef.view.clear = true;
6234 static void R_Bloom_MakeTexture(void)
6237 float xoffset, yoffset, r, brighten;
6239 float colorscale = r_bloom_colorscale.value;
6241 r_refdef.stats.bloom++;
6244 // this copy is unnecessary since it happens in R_BlendView already
6247 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6248 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6252 // scale down screen texture to the bloom texture size
6254 r_fb.bloomindex = 0;
6255 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6256 R_SetViewport(&r_fb.bloomviewport);
6257 GL_DepthTest(false);
6258 GL_BlendFunc(GL_ONE, GL_ZERO);
6259 GL_Color(colorscale, colorscale, colorscale, 1);
6260 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6261 switch(vid.renderpath)
6263 case RENDERPATH_GL11:
6264 case RENDERPATH_GL13:
6265 case RENDERPATH_GL20:
6266 case RENDERPATH_GLES1:
6267 case RENDERPATH_GLES2:
6268 case RENDERPATH_SOFT:
6269 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6271 case RENDERPATH_D3D9:
6272 case RENDERPATH_D3D10:
6273 case RENDERPATH_D3D11:
6274 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6277 // TODO: do boxfilter scale-down in shader?
6278 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6279 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6280 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6282 // we now have a properly scaled bloom image
6283 if (!r_fb.bloomfbo[r_fb.bloomindex])
6285 // copy it into the bloom texture
6286 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6287 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6290 // multiply bloom image by itself as many times as desired
6291 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6293 intex = r_fb.bloomtexture[r_fb.bloomindex];
6294 r_fb.bloomindex ^= 1;
6295 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6297 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6298 if (!r_fb.bloomfbo[r_fb.bloomindex])
6300 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6301 GL_Color(r,r,r,1); // apply fix factor
6306 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6307 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6308 GL_Color(1,1,1,1); // no fix factor supported here
6310 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6311 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6312 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6313 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6315 if (!r_fb.bloomfbo[r_fb.bloomindex])
6317 // copy the darkened image to a texture
6318 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6319 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6323 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6324 brighten = r_bloom_brighten.value;
6325 brighten = sqrt(brighten);
6327 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6329 for (dir = 0;dir < 2;dir++)
6331 intex = r_fb.bloomtexture[r_fb.bloomindex];
6332 r_fb.bloomindex ^= 1;
6333 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6334 // blend on at multiple vertical offsets to achieve a vertical blur
6335 // TODO: do offset blends using GLSL
6336 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6337 GL_BlendFunc(GL_ONE, GL_ZERO);
6338 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6339 for (x = -range;x <= range;x++)
6341 if (!dir){xoffset = 0;yoffset = x;}
6342 else {xoffset = x;yoffset = 0;}
6343 xoffset /= (float)r_fb.bloomtexturewidth;
6344 yoffset /= (float)r_fb.bloomtextureheight;
6345 // compute a texcoord array with the specified x and y offset
6346 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6347 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6348 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6349 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6350 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6351 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6352 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6353 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6354 // this r value looks like a 'dot' particle, fading sharply to
6355 // black at the edges
6356 // (probably not realistic but looks good enough)
6357 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6358 //r = brighten/(range*2+1);
6359 r = brighten / (range * 2 + 1);
6361 r *= (1 - x*x/(float)(range*range));
6362 GL_Color(r, r, r, 1);
6363 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6364 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6365 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6366 GL_BlendFunc(GL_ONE, GL_ONE);
6369 if (!r_fb.bloomfbo[r_fb.bloomindex])
6371 // copy the vertically or horizontally blurred bloom view to a texture
6372 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6373 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6378 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6380 unsigned int permutation;
6381 float uservecs[4][4];
6383 R_EntityMatrix(&identitymatrix);
6385 switch (vid.renderpath)
6387 case RENDERPATH_GL20:
6388 case RENDERPATH_D3D9:
6389 case RENDERPATH_D3D10:
6390 case RENDERPATH_D3D11:
6391 case RENDERPATH_SOFT:
6392 case RENDERPATH_GLES2:
6394 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6395 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6396 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6397 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6398 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6400 if (r_fb.colortexture)
6404 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6405 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6408 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6410 // declare variables
6411 float blur_factor, blur_mouseaccel, blur_velocity;
6412 static float blur_average;
6413 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6415 // set a goal for the factoring
6416 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6417 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6418 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6419 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6420 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6421 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6423 // from the goal, pick an averaged value between goal and last value
6424 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6425 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6427 // enforce minimum amount of blur
6428 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6430 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6432 // calculate values into a standard alpha
6433 cl.motionbluralpha = 1 - exp(-
6435 (r_motionblur.value * blur_factor / 80)
6437 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6440 max(0.0001, cl.time - cl.oldtime) // fps independent
6443 // randomization for the blur value to combat persistent ghosting
6444 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6445 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6448 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6449 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6451 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6452 GL_Color(1, 1, 1, cl.motionbluralpha);
6453 switch(vid.renderpath)
6455 case RENDERPATH_GL11:
6456 case RENDERPATH_GL13:
6457 case RENDERPATH_GL20:
6458 case RENDERPATH_GLES1:
6459 case RENDERPATH_GLES2:
6460 case RENDERPATH_SOFT:
6461 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6463 case RENDERPATH_D3D9:
6464 case RENDERPATH_D3D10:
6465 case RENDERPATH_D3D11:
6466 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6469 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6470 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6471 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6474 // updates old view angles for next pass
6475 VectorCopy(cl.viewangles, blur_oldangles);
6477 // copy view into the ghost texture
6478 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6479 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6480 r_fb.ghosttexture_valid = true;
6485 // no r_fb.colortexture means we're rendering to the real fb
6486 // we may still have to do view tint...
6487 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6489 // apply a color tint to the whole view
6490 R_ResetViewRendering2D(0, NULL, NULL);
6491 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6492 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6493 R_SetupShader_Generic_NoTexture(false, true);
6494 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6495 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6497 break; // no screen processing, no bloom, skip it
6500 if (r_fb.bloomtexture[0])
6502 // make the bloom texture
6503 R_Bloom_MakeTexture();
6506 #if _MSC_VER >= 1400
6507 #define sscanf sscanf_s
6509 memset(uservecs, 0, sizeof(uservecs));
6510 if (r_glsl_postprocess_uservec1_enable.integer)
6511 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6512 if (r_glsl_postprocess_uservec2_enable.integer)
6513 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6514 if (r_glsl_postprocess_uservec3_enable.integer)
6515 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6516 if (r_glsl_postprocess_uservec4_enable.integer)
6517 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6519 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6520 GL_Color(1, 1, 1, 1);
6521 GL_BlendFunc(GL_ONE, GL_ZERO);
6523 switch(vid.renderpath)
6525 case RENDERPATH_GL20:
6526 case RENDERPATH_GLES2:
6527 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6528 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6529 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6530 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6531 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6532 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]);
6533 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6534 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]);
6535 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]);
6536 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]);
6537 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]);
6538 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6539 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6540 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);
6542 case RENDERPATH_D3D9:
6544 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6545 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6546 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6547 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6548 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6549 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6550 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6551 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6552 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6553 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6554 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6555 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6556 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6557 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6558 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6561 case RENDERPATH_D3D10:
6562 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6564 case RENDERPATH_D3D11:
6565 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6567 case RENDERPATH_SOFT:
6568 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6569 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6570 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6571 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6572 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6573 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6574 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6575 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6576 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6577 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6578 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6579 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6580 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6581 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6586 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6587 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6589 case RENDERPATH_GL11:
6590 case RENDERPATH_GL13:
6591 case RENDERPATH_GLES1:
6592 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6594 // apply a color tint to the whole view
6595 R_ResetViewRendering2D(0, NULL, NULL);
6596 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6597 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6598 R_SetupShader_Generic_NoTexture(false, true);
6599 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6600 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6606 matrix4x4_t r_waterscrollmatrix;
6608 void R_UpdateFog(void)
6611 if (gamemode == GAME_NEHAHRA)
6613 if (gl_fogenable.integer)
6615 r_refdef.oldgl_fogenable = true;
6616 r_refdef.fog_density = gl_fogdensity.value;
6617 r_refdef.fog_red = gl_fogred.value;
6618 r_refdef.fog_green = gl_foggreen.value;
6619 r_refdef.fog_blue = gl_fogblue.value;
6620 r_refdef.fog_alpha = 1;
6621 r_refdef.fog_start = 0;
6622 r_refdef.fog_end = gl_skyclip.value;
6623 r_refdef.fog_height = 1<<30;
6624 r_refdef.fog_fadedepth = 128;
6626 else if (r_refdef.oldgl_fogenable)
6628 r_refdef.oldgl_fogenable = false;
6629 r_refdef.fog_density = 0;
6630 r_refdef.fog_red = 0;
6631 r_refdef.fog_green = 0;
6632 r_refdef.fog_blue = 0;
6633 r_refdef.fog_alpha = 0;
6634 r_refdef.fog_start = 0;
6635 r_refdef.fog_end = 0;
6636 r_refdef.fog_height = 1<<30;
6637 r_refdef.fog_fadedepth = 128;
6642 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6643 r_refdef.fog_start = max(0, r_refdef.fog_start);
6644 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6646 if (r_refdef.fog_density && r_drawfog.integer)
6648 r_refdef.fogenabled = true;
6649 // this is the point where the fog reaches 0.9986 alpha, which we
6650 // consider a good enough cutoff point for the texture
6651 // (0.9986 * 256 == 255.6)
6652 if (r_fog_exp2.integer)
6653 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6655 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6656 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6657 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6658 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6659 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6660 R_BuildFogHeightTexture();
6661 // fog color was already set
6662 // update the fog texture
6663 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)
6664 R_BuildFogTexture();
6665 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6666 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6669 r_refdef.fogenabled = false;
6672 if (r_refdef.fog_density)
6674 r_refdef.fogcolor[0] = r_refdef.fog_red;
6675 r_refdef.fogcolor[1] = r_refdef.fog_green;
6676 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6678 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6679 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6680 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6681 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6685 VectorCopy(r_refdef.fogcolor, fogvec);
6686 // color.rgb *= ContrastBoost * SceneBrightness;
6687 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6688 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6689 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6690 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6695 void R_UpdateVariables(void)
6699 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6701 r_refdef.farclip = r_farclip_base.value;
6702 if (r_refdef.scene.worldmodel)
6703 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6704 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6706 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6707 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6708 r_refdef.polygonfactor = 0;
6709 r_refdef.polygonoffset = 0;
6710 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6711 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6713 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6714 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6715 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6716 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6717 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6718 if (FAKELIGHT_ENABLED)
6720 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6722 else if (r_refdef.scene.worldmodel)
6724 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6726 if (r_showsurfaces.integer)
6728 r_refdef.scene.rtworld = false;
6729 r_refdef.scene.rtworldshadows = false;
6730 r_refdef.scene.rtdlight = false;
6731 r_refdef.scene.rtdlightshadows = false;
6732 r_refdef.lightmapintensity = 0;
6735 switch(vid.renderpath)
6737 case RENDERPATH_GL20:
6738 case RENDERPATH_D3D9:
6739 case RENDERPATH_D3D10:
6740 case RENDERPATH_D3D11:
6741 case RENDERPATH_SOFT:
6742 case RENDERPATH_GLES2:
6743 if(v_glslgamma.integer && !vid_gammatables_trivial)
6745 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6747 // build GLSL gamma texture
6748 #define RAMPWIDTH 256
6749 unsigned short ramp[RAMPWIDTH * 3];
6750 unsigned char rampbgr[RAMPWIDTH][4];
6753 r_texture_gammaramps_serial = vid_gammatables_serial;
6755 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6756 for(i = 0; i < RAMPWIDTH; ++i)
6758 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6759 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6760 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6763 if (r_texture_gammaramps)
6765 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6769 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6775 // remove GLSL gamma texture
6778 case RENDERPATH_GL11:
6779 case RENDERPATH_GL13:
6780 case RENDERPATH_GLES1:
6785 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6786 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6792 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6793 if( scenetype != r_currentscenetype ) {
6794 // store the old scenetype
6795 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6796 r_currentscenetype = scenetype;
6797 // move in the new scene
6798 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6807 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6809 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6810 if( scenetype == r_currentscenetype ) {
6811 return &r_refdef.scene;
6813 return &r_scenes_store[ scenetype ];
6817 static int R_SortEntities_Compare(const void *ap, const void *bp)
6819 const entity_render_t *a = *(const entity_render_t **)ap;
6820 const entity_render_t *b = *(const entity_render_t **)bp;
6823 if(a->model < b->model)
6825 if(a->model > b->model)
6829 // TODO possibly calculate the REAL skinnum here first using
6831 if(a->skinnum < b->skinnum)
6833 if(a->skinnum > b->skinnum)
6836 // everything we compared is equal
6839 static void R_SortEntities(void)
6841 // below or equal 2 ents, sorting never gains anything
6842 if(r_refdef.scene.numentities <= 2)
6845 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6853 int dpsoftrast_test;
6854 extern cvar_t r_shadow_bouncegrid;
6855 void R_RenderView(void)
6857 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6859 rtexture_t *depthtexture;
6860 rtexture_t *colortexture;
6862 dpsoftrast_test = r_test.integer;
6864 if (r_timereport_active)
6865 R_TimeReport("start");
6866 r_textureframe++; // used only by R_GetCurrentTexture
6867 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6869 if(R_CompileShader_CheckStaticParms())
6872 if (!r_drawentities.integer)
6873 r_refdef.scene.numentities = 0;
6874 else if (r_sortentities.integer)
6877 R_AnimCache_ClearCache();
6878 R_FrameData_NewFrame();
6880 /* adjust for stereo display */
6881 if(R_Stereo_Active())
6883 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);
6884 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6887 if (r_refdef.view.isoverlay)
6889 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6890 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6891 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6892 R_TimeReport("depthclear");
6894 r_refdef.view.showdebug = false;
6896 r_fb.water.enabled = false;
6897 r_fb.water.numwaterplanes = 0;
6899 R_RenderScene(0, NULL, NULL);
6901 r_refdef.view.matrix = originalmatrix;
6907 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6909 r_refdef.view.matrix = originalmatrix;
6913 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6915 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6916 // in sRGB fallback, behave similar to true sRGB: convert this
6917 // value from linear to sRGB
6918 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6920 R_RenderView_UpdateViewVectors();
6922 R_Shadow_UpdateWorldLightSelection();
6924 R_Bloom_StartFrame();
6926 // apply bloom brightness offset
6927 if(r_fb.bloomtexture[0])
6928 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
6930 R_Water_StartFrame();
6932 // now we probably have an fbo to render into
6934 depthtexture = r_fb.depthtexture;
6935 colortexture = r_fb.colortexture;
6938 if (r_timereport_active)
6939 R_TimeReport("viewsetup");
6941 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6943 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6945 R_ClearScreen(r_refdef.fogenabled);
6946 if (r_timereport_active)
6947 R_TimeReport("viewclear");
6949 r_refdef.view.clear = true;
6951 r_refdef.view.showdebug = true;
6954 if (r_timereport_active)
6955 R_TimeReport("visibility");
6957 R_AnimCache_CacheVisibleEntities();
6958 if (r_timereport_active)
6959 R_TimeReport("animcache");
6961 R_Shadow_UpdateBounceGridTexture();
6962 if (r_timereport_active && r_shadow_bouncegrid.integer)
6963 R_TimeReport("bouncegrid");
6965 r_fb.water.numwaterplanes = 0;
6966 if (r_fb.water.enabled)
6967 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6969 R_RenderScene(fbo, depthtexture, colortexture);
6970 r_fb.water.numwaterplanes = 0;
6972 R_BlendView(fbo, depthtexture, colortexture);
6973 if (r_timereport_active)
6974 R_TimeReport("blendview");
6976 GL_Scissor(0, 0, vid.width, vid.height);
6977 GL_ScissorTest(false);
6979 r_refdef.view.matrix = originalmatrix;
6984 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6986 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6988 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6989 if (r_timereport_active)
6990 R_TimeReport("waterworld");
6993 // don't let sound skip if going slow
6994 if (r_refdef.scene.extraupdate)
6997 R_DrawModelsAddWaterPlanes();
6998 if (r_timereport_active)
6999 R_TimeReport("watermodels");
7001 if (r_fb.water.numwaterplanes)
7003 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7004 if (r_timereport_active)
7005 R_TimeReport("waterscenes");
7009 extern cvar_t cl_locs_show;
7010 static void R_DrawLocs(void);
7011 static void R_DrawEntityBBoxes(void);
7012 static void R_DrawModelDecals(void);
7013 extern cvar_t cl_decals_newsystem;
7014 extern qboolean r_shadow_usingdeferredprepass;
7015 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7017 qboolean shadowmapping = false;
7019 if (r_timereport_active)
7020 R_TimeReport("beginscene");
7022 r_refdef.stats.renders++;
7026 // don't let sound skip if going slow
7027 if (r_refdef.scene.extraupdate)
7030 R_MeshQueue_BeginScene();
7034 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);
7036 if (r_timereport_active)
7037 R_TimeReport("skystartframe");
7039 if (cl.csqc_vidvars.drawworld)
7041 // don't let sound skip if going slow
7042 if (r_refdef.scene.extraupdate)
7045 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7047 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7048 if (r_timereport_active)
7049 R_TimeReport("worldsky");
7052 if (R_DrawBrushModelsSky() && r_timereport_active)
7053 R_TimeReport("bmodelsky");
7055 if (skyrendermasked && skyrenderlater)
7057 // we have to force off the water clipping plane while rendering sky
7058 R_SetupView(false, fbo, depthtexture, colortexture);
7060 R_SetupView(true, fbo, depthtexture, colortexture);
7061 if (r_timereport_active)
7062 R_TimeReport("sky");
7066 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7067 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7068 R_Shadow_PrepareModelShadows();
7069 if (r_timereport_active)
7070 R_TimeReport("preparelights");
7072 if (R_Shadow_ShadowMappingEnabled())
7073 shadowmapping = true;
7075 if (r_shadow_usingdeferredprepass)
7076 R_Shadow_DrawPrepass();
7078 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7080 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7081 if (r_timereport_active)
7082 R_TimeReport("worlddepth");
7084 if (r_depthfirst.integer >= 2)
7086 R_DrawModelsDepth();
7087 if (r_timereport_active)
7088 R_TimeReport("modeldepth");
7091 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7093 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7094 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7095 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7096 // don't let sound skip if going slow
7097 if (r_refdef.scene.extraupdate)
7101 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7103 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7104 if (r_timereport_active)
7105 R_TimeReport("world");
7108 // don't let sound skip if going slow
7109 if (r_refdef.scene.extraupdate)
7113 if (r_timereport_active)
7114 R_TimeReport("models");
7116 // don't let sound skip if going slow
7117 if (r_refdef.scene.extraupdate)
7120 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7122 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7123 R_DrawModelShadows(fbo, depthtexture, colortexture);
7124 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7125 // don't let sound skip if going slow
7126 if (r_refdef.scene.extraupdate)
7130 if (!r_shadow_usingdeferredprepass)
7132 R_Shadow_DrawLights();
7133 if (r_timereport_active)
7134 R_TimeReport("rtlights");
7137 // don't let sound skip if going slow
7138 if (r_refdef.scene.extraupdate)
7141 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7143 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7144 R_DrawModelShadows(fbo, depthtexture, colortexture);
7145 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7146 // don't let sound skip if going slow
7147 if (r_refdef.scene.extraupdate)
7151 if (cl.csqc_vidvars.drawworld)
7153 if (cl_decals_newsystem.integer)
7155 R_DrawModelDecals();
7156 if (r_timereport_active)
7157 R_TimeReport("modeldecals");
7162 if (r_timereport_active)
7163 R_TimeReport("decals");
7167 if (r_timereport_active)
7168 R_TimeReport("particles");
7171 if (r_timereport_active)
7172 R_TimeReport("explosions");
7174 R_DrawLightningBeams();
7175 if (r_timereport_active)
7176 R_TimeReport("lightning");
7180 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7182 if (r_refdef.view.showdebug)
7184 if (cl_locs_show.integer)
7187 if (r_timereport_active)
7188 R_TimeReport("showlocs");
7191 if (r_drawportals.integer)
7194 if (r_timereport_active)
7195 R_TimeReport("portals");
7198 if (r_showbboxes.value > 0)
7200 R_DrawEntityBBoxes();
7201 if (r_timereport_active)
7202 R_TimeReport("bboxes");
7206 if (r_transparent.integer)
7208 R_MeshQueue_RenderTransparent();
7209 if (r_timereport_active)
7210 R_TimeReport("drawtrans");
7213 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))
7215 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7216 if (r_timereport_active)
7217 R_TimeReport("worlddebug");
7218 R_DrawModelsDebug();
7219 if (r_timereport_active)
7220 R_TimeReport("modeldebug");
7223 if (cl.csqc_vidvars.drawworld)
7225 R_Shadow_DrawCoronas();
7226 if (r_timereport_active)
7227 R_TimeReport("coronas");
7232 GL_DepthTest(false);
7233 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7234 GL_Color(1, 1, 1, 1);
7235 qglBegin(GL_POLYGON);
7236 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7237 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7238 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7239 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7241 qglBegin(GL_POLYGON);
7242 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7243 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7244 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7245 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7247 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7251 // don't let sound skip if going slow
7252 if (r_refdef.scene.extraupdate)
7256 static const unsigned short bboxelements[36] =
7266 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7269 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7271 RSurf_ActiveWorldEntity();
7273 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7274 GL_DepthMask(false);
7275 GL_DepthRange(0, 1);
7276 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7277 // R_Mesh_ResetTextureState();
7279 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7280 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7281 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7282 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7283 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7284 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7285 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7286 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7287 R_FillColors(color4f, 8, cr, cg, cb, ca);
7288 if (r_refdef.fogenabled)
7290 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7292 f1 = RSurf_FogVertex(v);
7294 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7295 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7296 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7299 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7300 R_Mesh_ResetTextureState();
7301 R_SetupShader_Generic_NoTexture(false, false);
7302 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7305 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7307 prvm_prog_t *prog = SVVM_prog;
7310 prvm_edict_t *edict;
7312 // this function draws bounding boxes of server entities
7316 GL_CullFace(GL_NONE);
7317 R_SetupShader_Generic_NoTexture(false, false);
7319 for (i = 0;i < numsurfaces;i++)
7321 edict = PRVM_EDICT_NUM(surfacelist[i]);
7322 switch ((int)PRVM_serveredictfloat(edict, solid))
7324 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7325 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7326 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7327 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7328 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7329 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7330 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7332 color[3] *= r_showbboxes.value;
7333 color[3] = bound(0, color[3], 1);
7334 GL_DepthTest(!r_showdisabledepthtest.integer);
7335 GL_CullFace(r_refdef.view.cullface_front);
7336 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7340 static void R_DrawEntityBBoxes(void)
7343 prvm_edict_t *edict;
7345 prvm_prog_t *prog = SVVM_prog;
7347 // this function draws bounding boxes of server entities
7351 for (i = 0;i < prog->num_edicts;i++)
7353 edict = PRVM_EDICT_NUM(i);
7354 if (edict->priv.server->free)
7356 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7357 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7359 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7361 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7362 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7366 static const int nomodelelement3i[24] =
7378 static const unsigned short nomodelelement3s[24] =
7390 static const float nomodelvertex3f[6*3] =
7400 static const float nomodelcolor4f[6*4] =
7402 0.0f, 0.0f, 0.5f, 1.0f,
7403 0.0f, 0.0f, 0.5f, 1.0f,
7404 0.0f, 0.5f, 0.0f, 1.0f,
7405 0.0f, 0.5f, 0.0f, 1.0f,
7406 0.5f, 0.0f, 0.0f, 1.0f,
7407 0.5f, 0.0f, 0.0f, 1.0f
7410 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7416 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);
7418 // this is only called once per entity so numsurfaces is always 1, and
7419 // surfacelist is always {0}, so this code does not handle batches
7421 if (rsurface.ent_flags & RENDER_ADDITIVE)
7423 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7424 GL_DepthMask(false);
7426 else if (rsurface.colormod[3] < 1)
7428 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7429 GL_DepthMask(false);
7433 GL_BlendFunc(GL_ONE, GL_ZERO);
7436 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7437 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7438 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7439 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7440 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7441 for (i = 0, c = color4f;i < 6;i++, c += 4)
7443 c[0] *= rsurface.colormod[0];
7444 c[1] *= rsurface.colormod[1];
7445 c[2] *= rsurface.colormod[2];
7446 c[3] *= rsurface.colormod[3];
7448 if (r_refdef.fogenabled)
7450 for (i = 0, c = color4f;i < 6;i++, c += 4)
7452 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7454 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7455 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7456 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7459 // R_Mesh_ResetTextureState();
7460 R_SetupShader_Generic_NoTexture(false, false);
7461 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7462 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7465 void R_DrawNoModel(entity_render_t *ent)
7468 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7469 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7470 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7472 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7475 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7477 vec3_t right1, right2, diff, normal;
7479 VectorSubtract (org2, org1, normal);
7481 // calculate 'right' vector for start
7482 VectorSubtract (r_refdef.view.origin, org1, diff);
7483 CrossProduct (normal, diff, right1);
7484 VectorNormalize (right1);
7486 // calculate 'right' vector for end
7487 VectorSubtract (r_refdef.view.origin, org2, diff);
7488 CrossProduct (normal, diff, right2);
7489 VectorNormalize (right2);
7491 vert[ 0] = org1[0] + width * right1[0];
7492 vert[ 1] = org1[1] + width * right1[1];
7493 vert[ 2] = org1[2] + width * right1[2];
7494 vert[ 3] = org1[0] - width * right1[0];
7495 vert[ 4] = org1[1] - width * right1[1];
7496 vert[ 5] = org1[2] - width * right1[2];
7497 vert[ 6] = org2[0] - width * right2[0];
7498 vert[ 7] = org2[1] - width * right2[1];
7499 vert[ 8] = org2[2] - width * right2[2];
7500 vert[ 9] = org2[0] + width * right2[0];
7501 vert[10] = org2[1] + width * right2[1];
7502 vert[11] = org2[2] + width * right2[2];
7505 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)
7507 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7508 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7509 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7510 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7511 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7512 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7513 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7514 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7515 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7516 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7517 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7518 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7521 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7526 VectorSet(v, x, y, z);
7527 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7528 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7530 if (i == mesh->numvertices)
7532 if (mesh->numvertices < mesh->maxvertices)
7534 VectorCopy(v, vertex3f);
7535 mesh->numvertices++;
7537 return mesh->numvertices;
7543 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7547 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7548 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7549 e = mesh->element3i + mesh->numtriangles * 3;
7550 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7552 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7553 if (mesh->numtriangles < mesh->maxtriangles)
7558 mesh->numtriangles++;
7560 element[1] = element[2];
7564 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7568 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7569 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7570 e = mesh->element3i + mesh->numtriangles * 3;
7571 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7573 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7574 if (mesh->numtriangles < mesh->maxtriangles)
7579 mesh->numtriangles++;
7581 element[1] = element[2];
7585 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7586 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7588 int planenum, planenum2;
7591 mplane_t *plane, *plane2;
7593 double temppoints[2][256*3];
7594 // figure out how large a bounding box we need to properly compute this brush
7596 for (w = 0;w < numplanes;w++)
7597 maxdist = max(maxdist, fabs(planes[w].dist));
7598 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7599 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7600 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7604 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7605 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7607 if (planenum2 == planenum)
7609 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);
7612 if (tempnumpoints < 3)
7614 // generate elements forming a triangle fan for this polygon
7615 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7619 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)
7621 texturelayer_t *layer;
7622 layer = t->currentlayers + t->currentnumlayers++;
7624 layer->depthmask = depthmask;
7625 layer->blendfunc1 = blendfunc1;
7626 layer->blendfunc2 = blendfunc2;
7627 layer->texture = texture;
7628 layer->texmatrix = *matrix;
7629 layer->color[0] = r;
7630 layer->color[1] = g;
7631 layer->color[2] = b;
7632 layer->color[3] = a;
7635 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7637 if(parms[0] == 0 && parms[1] == 0)
7639 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7640 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7645 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7648 index = parms[2] + rsurface.shadertime * parms[3];
7649 index -= floor(index);
7650 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7653 case Q3WAVEFUNC_NONE:
7654 case Q3WAVEFUNC_NOISE:
7655 case Q3WAVEFUNC_COUNT:
7658 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7659 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7660 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7661 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7662 case Q3WAVEFUNC_TRIANGLE:
7664 f = index - floor(index);
7677 f = parms[0] + parms[1] * f;
7678 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7679 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7683 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7689 matrix4x4_t matrix, temp;
7690 switch(tcmod->tcmod)
7694 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7695 matrix = r_waterscrollmatrix;
7697 matrix = identitymatrix;
7699 case Q3TCMOD_ENTITYTRANSLATE:
7700 // this is used in Q3 to allow the gamecode to control texcoord
7701 // scrolling on the entity, which is not supported in darkplaces yet.
7702 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7704 case Q3TCMOD_ROTATE:
7705 f = tcmod->parms[0] * rsurface.shadertime;
7706 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7707 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7708 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7711 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7713 case Q3TCMOD_SCROLL:
7714 // extra care is needed because of precision breakdown with large values of time
7715 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7716 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7717 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7719 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7720 w = (int) tcmod->parms[0];
7721 h = (int) tcmod->parms[1];
7722 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7724 idx = (int) floor(f * w * h);
7725 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7727 case Q3TCMOD_STRETCH:
7728 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7729 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7731 case Q3TCMOD_TRANSFORM:
7732 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7733 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7734 VectorSet(tcmat + 6, 0 , 0 , 1);
7735 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7736 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7738 case Q3TCMOD_TURBULENT:
7739 // this is handled in the RSurf_PrepareVertices function
7740 matrix = identitymatrix;
7744 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7747 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7749 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7750 char name[MAX_QPATH];
7751 skinframe_t *skinframe;
7752 unsigned char pixels[296*194];
7753 strlcpy(cache->name, skinname, sizeof(cache->name));
7754 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7755 if (developer_loading.integer)
7756 Con_Printf("loading %s\n", name);
7757 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7758 if (!skinframe || !skinframe->base)
7761 fs_offset_t filesize;
7763 f = FS_LoadFile(name, tempmempool, true, &filesize);
7766 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7767 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7771 cache->skinframe = skinframe;
7774 texture_t *R_GetCurrentTexture(texture_t *t)
7777 const entity_render_t *ent = rsurface.entity;
7778 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7779 q3shaderinfo_layer_tcmod_t *tcmod;
7781 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7782 return t->currentframe;
7783 t->update_lastrenderframe = r_textureframe;
7784 t->update_lastrenderentity = (void *)ent;
7786 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7787 t->camera_entity = ent->entitynumber;
7789 t->camera_entity = 0;
7791 // switch to an alternate material if this is a q1bsp animated material
7793 texture_t *texture = t;
7794 int s = rsurface.ent_skinnum;
7795 if ((unsigned int)s >= (unsigned int)model->numskins)
7797 if (model->skinscenes)
7799 if (model->skinscenes[s].framecount > 1)
7800 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7802 s = model->skinscenes[s].firstframe;
7805 t = t + s * model->num_surfaces;
7808 // use an alternate animation if the entity's frame is not 0,
7809 // and only if the texture has an alternate animation
7810 if (rsurface.ent_alttextures && t->anim_total[1])
7811 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7813 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7815 texture->currentframe = t;
7818 // update currentskinframe to be a qw skin or animation frame
7819 if (rsurface.ent_qwskin >= 0)
7821 i = rsurface.ent_qwskin;
7822 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7824 r_qwskincache_size = cl.maxclients;
7826 Mem_Free(r_qwskincache);
7827 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7829 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7830 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7831 t->currentskinframe = r_qwskincache[i].skinframe;
7832 if (t->currentskinframe == NULL)
7833 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7835 else if (t->numskinframes >= 2)
7836 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7837 if (t->backgroundnumskinframes >= 2)
7838 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7840 t->currentmaterialflags = t->basematerialflags;
7841 t->currentalpha = rsurface.colormod[3];
7842 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7843 t->currentalpha *= r_wateralpha.value;
7844 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7845 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7846 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7847 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7848 if (!(rsurface.ent_flags & RENDER_LIGHT))
7849 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7850 else if (FAKELIGHT_ENABLED)
7852 // no modellight if using fakelight for the map
7854 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7856 // pick a model lighting mode
7857 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7858 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7860 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7862 if (rsurface.ent_flags & RENDER_ADDITIVE)
7863 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7864 else if (t->currentalpha < 1)
7865 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7866 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7867 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7868 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7869 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7870 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7871 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7872 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7873 if (t->backgroundnumskinframes)
7874 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7875 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7877 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7878 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7881 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7882 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7884 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7885 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7887 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7888 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7890 // there is no tcmod
7891 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7893 t->currenttexmatrix = r_waterscrollmatrix;
7894 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7896 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7898 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7899 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7902 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7903 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7904 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7905 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7907 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7908 if (t->currentskinframe->qpixels)
7909 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7910 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7911 if (!t->basetexture)
7912 t->basetexture = r_texture_notexture;
7913 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7914 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7915 t->nmaptexture = t->currentskinframe->nmap;
7916 if (!t->nmaptexture)
7917 t->nmaptexture = r_texture_blanknormalmap;
7918 t->glosstexture = r_texture_black;
7919 t->glowtexture = t->currentskinframe->glow;
7920 t->fogtexture = t->currentskinframe->fog;
7921 t->reflectmasktexture = t->currentskinframe->reflect;
7922 if (t->backgroundnumskinframes)
7924 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7925 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7926 t->backgroundglosstexture = r_texture_black;
7927 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7928 if (!t->backgroundnmaptexture)
7929 t->backgroundnmaptexture = r_texture_blanknormalmap;
7930 // make sure that if glow is going to be used, both textures are not NULL
7931 if (!t->backgroundglowtexture && t->glowtexture)
7932 t->backgroundglowtexture = r_texture_black;
7933 if (!t->glowtexture && t->backgroundglowtexture)
7934 t->glowtexture = r_texture_black;
7938 t->backgroundbasetexture = r_texture_white;
7939 t->backgroundnmaptexture = r_texture_blanknormalmap;
7940 t->backgroundglosstexture = r_texture_black;
7941 t->backgroundglowtexture = NULL;
7943 t->specularpower = r_shadow_glossexponent.value;
7944 // TODO: store reference values for these in the texture?
7945 t->specularscale = 0;
7946 if (r_shadow_gloss.integer > 0)
7948 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7950 if (r_shadow_glossintensity.value > 0)
7952 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7953 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7954 t->specularscale = r_shadow_glossintensity.value;
7957 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7959 t->glosstexture = r_texture_white;
7960 t->backgroundglosstexture = r_texture_white;
7961 t->specularscale = r_shadow_gloss2intensity.value;
7962 t->specularpower = r_shadow_gloss2exponent.value;
7965 t->specularscale *= t->specularscalemod;
7966 t->specularpower *= t->specularpowermod;
7967 t->rtlightambient = 0;
7969 // lightmaps mode looks bad with dlights using actual texturing, so turn
7970 // off the colormap and glossmap, but leave the normalmap on as it still
7971 // accurately represents the shading involved
7972 if (gl_lightmaps.integer)
7974 t->basetexture = r_texture_grey128;
7975 t->pantstexture = r_texture_black;
7976 t->shirttexture = r_texture_black;
7977 if (gl_lightmaps.integer < 2)
7978 t->nmaptexture = r_texture_blanknormalmap;
7979 t->glosstexture = r_texture_black;
7980 t->glowtexture = NULL;
7981 t->fogtexture = NULL;
7982 t->reflectmasktexture = NULL;
7983 t->backgroundbasetexture = NULL;
7984 if (gl_lightmaps.integer < 2)
7985 t->backgroundnmaptexture = r_texture_blanknormalmap;
7986 t->backgroundglosstexture = r_texture_black;
7987 t->backgroundglowtexture = NULL;
7988 t->specularscale = 0;
7989 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7992 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7993 VectorClear(t->dlightcolor);
7994 t->currentnumlayers = 0;
7995 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7997 int blendfunc1, blendfunc2;
7999 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8001 blendfunc1 = GL_SRC_ALPHA;
8002 blendfunc2 = GL_ONE;
8004 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8006 blendfunc1 = GL_SRC_ALPHA;
8007 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8009 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8011 blendfunc1 = t->customblendfunc[0];
8012 blendfunc2 = t->customblendfunc[1];
8016 blendfunc1 = GL_ONE;
8017 blendfunc2 = GL_ZERO;
8019 // don't colormod evilblend textures
8020 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8021 VectorSet(t->lightmapcolor, 1, 1, 1);
8022 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8023 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8025 // fullbright is not affected by r_refdef.lightmapintensity
8026 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8027 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8028 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8029 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8030 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8034 vec3_t ambientcolor;
8036 // set the color tint used for lights affecting this surface
8037 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8039 // q3bsp has no lightmap updates, so the lightstylevalue that
8040 // would normally be baked into the lightmap must be
8041 // applied to the color
8042 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8043 if (model->type == mod_brushq3)
8044 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8045 colorscale *= r_refdef.lightmapintensity;
8046 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8047 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8048 // basic lit geometry
8049 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8050 // add pants/shirt if needed
8051 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8052 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8053 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8054 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8055 // now add ambient passes if needed
8056 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8058 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8059 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8060 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8061 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8062 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8065 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8066 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8067 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8069 // if this is opaque use alpha blend which will darken the earlier
8072 // if this is an alpha blended material, all the earlier passes
8073 // were darkened by fog already, so we only need to add the fog
8074 // color ontop through the fog mask texture
8076 // if this is an additive blended material, all the earlier passes
8077 // were darkened by fog already, and we should not add fog color
8078 // (because the background was not darkened, there is no fog color
8079 // that was lost behind it).
8080 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->lightmapcolor[3]);
8084 return t->currentframe;
8087 rsurfacestate_t rsurface;
8089 void RSurf_ActiveWorldEntity(void)
8091 dp_model_t *model = r_refdef.scene.worldmodel;
8092 //if (rsurface.entity == r_refdef.scene.worldentity)
8094 rsurface.entity = r_refdef.scene.worldentity;
8095 rsurface.skeleton = NULL;
8096 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8097 rsurface.ent_skinnum = 0;
8098 rsurface.ent_qwskin = -1;
8099 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8100 rsurface.shadertime = r_refdef.scene.time;
8101 rsurface.matrix = identitymatrix;
8102 rsurface.inversematrix = identitymatrix;
8103 rsurface.matrixscale = 1;
8104 rsurface.inversematrixscale = 1;
8105 R_EntityMatrix(&identitymatrix);
8106 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8107 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8108 rsurface.fograngerecip = r_refdef.fograngerecip;
8109 rsurface.fogheightfade = r_refdef.fogheightfade;
8110 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8111 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8112 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8113 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8114 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8115 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8116 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8117 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8118 rsurface.colormod[3] = 1;
8119 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8120 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8121 rsurface.frameblend[0].lerp = 1;
8122 rsurface.ent_alttextures = false;
8123 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8124 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8125 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8126 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8127 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8128 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8129 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8130 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8131 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8132 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8133 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8134 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8135 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8136 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8137 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8138 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8139 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8140 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8141 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8142 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8143 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8144 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8145 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8146 rsurface.modelelement3i = model->surfmesh.data_element3i;
8147 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8148 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8149 rsurface.modelelement3s = model->surfmesh.data_element3s;
8150 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8151 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8152 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8153 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8154 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8155 rsurface.modelsurfaces = model->data_surfaces;
8156 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8157 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8158 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8159 rsurface.modelgeneratedvertex = false;
8160 rsurface.batchgeneratedvertex = false;
8161 rsurface.batchfirstvertex = 0;
8162 rsurface.batchnumvertices = 0;
8163 rsurface.batchfirsttriangle = 0;
8164 rsurface.batchnumtriangles = 0;
8165 rsurface.batchvertex3f = NULL;
8166 rsurface.batchvertex3f_vertexbuffer = NULL;
8167 rsurface.batchvertex3f_bufferoffset = 0;
8168 rsurface.batchsvector3f = NULL;
8169 rsurface.batchsvector3f_vertexbuffer = NULL;
8170 rsurface.batchsvector3f_bufferoffset = 0;
8171 rsurface.batchtvector3f = NULL;
8172 rsurface.batchtvector3f_vertexbuffer = NULL;
8173 rsurface.batchtvector3f_bufferoffset = 0;
8174 rsurface.batchnormal3f = NULL;
8175 rsurface.batchnormal3f_vertexbuffer = NULL;
8176 rsurface.batchnormal3f_bufferoffset = 0;
8177 rsurface.batchlightmapcolor4f = NULL;
8178 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8179 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8180 rsurface.batchtexcoordtexture2f = NULL;
8181 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8182 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8183 rsurface.batchtexcoordlightmap2f = NULL;
8184 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8185 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8186 rsurface.batchvertexmesh = NULL;
8187 rsurface.batchvertexmeshbuffer = NULL;
8188 rsurface.batchvertex3fbuffer = NULL;
8189 rsurface.batchelement3i = NULL;
8190 rsurface.batchelement3i_indexbuffer = NULL;
8191 rsurface.batchelement3i_bufferoffset = 0;
8192 rsurface.batchelement3s = NULL;
8193 rsurface.batchelement3s_indexbuffer = NULL;
8194 rsurface.batchelement3s_bufferoffset = 0;
8195 rsurface.passcolor4f = NULL;
8196 rsurface.passcolor4f_vertexbuffer = NULL;
8197 rsurface.passcolor4f_bufferoffset = 0;
8198 rsurface.forcecurrenttextureupdate = false;
8201 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8203 dp_model_t *model = ent->model;
8204 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8206 rsurface.entity = (entity_render_t *)ent;
8207 rsurface.skeleton = ent->skeleton;
8208 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8209 rsurface.ent_skinnum = ent->skinnum;
8210 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;
8211 rsurface.ent_flags = ent->flags;
8212 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8213 rsurface.matrix = ent->matrix;
8214 rsurface.inversematrix = ent->inversematrix;
8215 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8216 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8217 R_EntityMatrix(&rsurface.matrix);
8218 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8219 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8220 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8221 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8222 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8223 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8224 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8225 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8226 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8227 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8228 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8229 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8230 rsurface.colormod[3] = ent->alpha;
8231 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8232 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8233 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8234 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8235 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8236 if (ent->model->brush.submodel && !prepass)
8238 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8239 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8241 if (model->surfmesh.isanimated && model->AnimateVertices)
8243 if (ent->animcache_vertex3f)
8245 rsurface.modelvertex3f = ent->animcache_vertex3f;
8246 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8247 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8248 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8249 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8250 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8251 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8253 else if (wanttangents)
8255 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8256 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8257 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8258 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8259 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8260 rsurface.modelvertexmesh = NULL;
8261 rsurface.modelvertexmeshbuffer = NULL;
8262 rsurface.modelvertex3fbuffer = NULL;
8264 else if (wantnormals)
8266 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8267 rsurface.modelsvector3f = NULL;
8268 rsurface.modeltvector3f = NULL;
8269 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8270 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8271 rsurface.modelvertexmesh = NULL;
8272 rsurface.modelvertexmeshbuffer = NULL;
8273 rsurface.modelvertex3fbuffer = NULL;
8277 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8278 rsurface.modelsvector3f = NULL;
8279 rsurface.modeltvector3f = NULL;
8280 rsurface.modelnormal3f = NULL;
8281 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8282 rsurface.modelvertexmesh = NULL;
8283 rsurface.modelvertexmeshbuffer = NULL;
8284 rsurface.modelvertex3fbuffer = NULL;
8286 rsurface.modelvertex3f_vertexbuffer = 0;
8287 rsurface.modelvertex3f_bufferoffset = 0;
8288 rsurface.modelsvector3f_vertexbuffer = 0;
8289 rsurface.modelsvector3f_bufferoffset = 0;
8290 rsurface.modeltvector3f_vertexbuffer = 0;
8291 rsurface.modeltvector3f_bufferoffset = 0;
8292 rsurface.modelnormal3f_vertexbuffer = 0;
8293 rsurface.modelnormal3f_bufferoffset = 0;
8294 rsurface.modelgeneratedvertex = true;
8298 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8299 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8300 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8301 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8302 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8303 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8304 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8305 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8306 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8307 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8308 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8309 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8310 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8311 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8312 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8313 rsurface.modelgeneratedvertex = false;
8315 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8316 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8317 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8318 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8319 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8320 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8321 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8322 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8323 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8324 rsurface.modelelement3i = model->surfmesh.data_element3i;
8325 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8326 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8327 rsurface.modelelement3s = model->surfmesh.data_element3s;
8328 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8329 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8330 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8331 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8332 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8333 rsurface.modelsurfaces = model->data_surfaces;
8334 rsurface.batchgeneratedvertex = false;
8335 rsurface.batchfirstvertex = 0;
8336 rsurface.batchnumvertices = 0;
8337 rsurface.batchfirsttriangle = 0;
8338 rsurface.batchnumtriangles = 0;
8339 rsurface.batchvertex3f = NULL;
8340 rsurface.batchvertex3f_vertexbuffer = NULL;
8341 rsurface.batchvertex3f_bufferoffset = 0;
8342 rsurface.batchsvector3f = NULL;
8343 rsurface.batchsvector3f_vertexbuffer = NULL;
8344 rsurface.batchsvector3f_bufferoffset = 0;
8345 rsurface.batchtvector3f = NULL;
8346 rsurface.batchtvector3f_vertexbuffer = NULL;
8347 rsurface.batchtvector3f_bufferoffset = 0;
8348 rsurface.batchnormal3f = NULL;
8349 rsurface.batchnormal3f_vertexbuffer = NULL;
8350 rsurface.batchnormal3f_bufferoffset = 0;
8351 rsurface.batchlightmapcolor4f = NULL;
8352 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8353 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8354 rsurface.batchtexcoordtexture2f = NULL;
8355 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8356 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8357 rsurface.batchtexcoordlightmap2f = NULL;
8358 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8359 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8360 rsurface.batchvertexmesh = NULL;
8361 rsurface.batchvertexmeshbuffer = NULL;
8362 rsurface.batchvertex3fbuffer = NULL;
8363 rsurface.batchelement3i = NULL;
8364 rsurface.batchelement3i_indexbuffer = NULL;
8365 rsurface.batchelement3i_bufferoffset = 0;
8366 rsurface.batchelement3s = NULL;
8367 rsurface.batchelement3s_indexbuffer = NULL;
8368 rsurface.batchelement3s_bufferoffset = 0;
8369 rsurface.passcolor4f = NULL;
8370 rsurface.passcolor4f_vertexbuffer = NULL;
8371 rsurface.passcolor4f_bufferoffset = 0;
8372 rsurface.forcecurrenttextureupdate = false;
8375 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)
8377 rsurface.entity = r_refdef.scene.worldentity;
8378 rsurface.skeleton = NULL;
8379 rsurface.ent_skinnum = 0;
8380 rsurface.ent_qwskin = -1;
8381 rsurface.ent_flags = entflags;
8382 rsurface.shadertime = r_refdef.scene.time - shadertime;
8383 rsurface.modelnumvertices = numvertices;
8384 rsurface.modelnumtriangles = numtriangles;
8385 rsurface.matrix = *matrix;
8386 rsurface.inversematrix = *inversematrix;
8387 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8388 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8389 R_EntityMatrix(&rsurface.matrix);
8390 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8391 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8392 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8393 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8394 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8395 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8396 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8397 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8398 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8399 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8400 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8401 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8402 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8403 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8404 rsurface.frameblend[0].lerp = 1;
8405 rsurface.ent_alttextures = false;
8406 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8407 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8410 rsurface.modelvertex3f = (float *)vertex3f;
8411 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8412 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8413 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8415 else if (wantnormals)
8417 rsurface.modelvertex3f = (float *)vertex3f;
8418 rsurface.modelsvector3f = NULL;
8419 rsurface.modeltvector3f = NULL;
8420 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8424 rsurface.modelvertex3f = (float *)vertex3f;
8425 rsurface.modelsvector3f = NULL;
8426 rsurface.modeltvector3f = NULL;
8427 rsurface.modelnormal3f = NULL;
8429 rsurface.modelvertexmesh = NULL;
8430 rsurface.modelvertexmeshbuffer = NULL;
8431 rsurface.modelvertex3fbuffer = NULL;
8432 rsurface.modelvertex3f_vertexbuffer = 0;
8433 rsurface.modelvertex3f_bufferoffset = 0;
8434 rsurface.modelsvector3f_vertexbuffer = 0;
8435 rsurface.modelsvector3f_bufferoffset = 0;
8436 rsurface.modeltvector3f_vertexbuffer = 0;
8437 rsurface.modeltvector3f_bufferoffset = 0;
8438 rsurface.modelnormal3f_vertexbuffer = 0;
8439 rsurface.modelnormal3f_bufferoffset = 0;
8440 rsurface.modelgeneratedvertex = true;
8441 rsurface.modellightmapcolor4f = (float *)color4f;
8442 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8443 rsurface.modellightmapcolor4f_bufferoffset = 0;
8444 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8445 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8446 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8447 rsurface.modeltexcoordlightmap2f = NULL;
8448 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8449 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8450 rsurface.modelelement3i = (int *)element3i;
8451 rsurface.modelelement3i_indexbuffer = NULL;
8452 rsurface.modelelement3i_bufferoffset = 0;
8453 rsurface.modelelement3s = (unsigned short *)element3s;
8454 rsurface.modelelement3s_indexbuffer = NULL;
8455 rsurface.modelelement3s_bufferoffset = 0;
8456 rsurface.modellightmapoffsets = NULL;
8457 rsurface.modelsurfaces = NULL;
8458 rsurface.batchgeneratedvertex = false;
8459 rsurface.batchfirstvertex = 0;
8460 rsurface.batchnumvertices = 0;
8461 rsurface.batchfirsttriangle = 0;
8462 rsurface.batchnumtriangles = 0;
8463 rsurface.batchvertex3f = NULL;
8464 rsurface.batchvertex3f_vertexbuffer = NULL;
8465 rsurface.batchvertex3f_bufferoffset = 0;
8466 rsurface.batchsvector3f = NULL;
8467 rsurface.batchsvector3f_vertexbuffer = NULL;
8468 rsurface.batchsvector3f_bufferoffset = 0;
8469 rsurface.batchtvector3f = NULL;
8470 rsurface.batchtvector3f_vertexbuffer = NULL;
8471 rsurface.batchtvector3f_bufferoffset = 0;
8472 rsurface.batchnormal3f = NULL;
8473 rsurface.batchnormal3f_vertexbuffer = NULL;
8474 rsurface.batchnormal3f_bufferoffset = 0;
8475 rsurface.batchlightmapcolor4f = NULL;
8476 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8477 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8478 rsurface.batchtexcoordtexture2f = NULL;
8479 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8480 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8481 rsurface.batchtexcoordlightmap2f = NULL;
8482 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8483 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8484 rsurface.batchvertexmesh = NULL;
8485 rsurface.batchvertexmeshbuffer = NULL;
8486 rsurface.batchvertex3fbuffer = NULL;
8487 rsurface.batchelement3i = NULL;
8488 rsurface.batchelement3i_indexbuffer = NULL;
8489 rsurface.batchelement3i_bufferoffset = 0;
8490 rsurface.batchelement3s = NULL;
8491 rsurface.batchelement3s_indexbuffer = NULL;
8492 rsurface.batchelement3s_bufferoffset = 0;
8493 rsurface.passcolor4f = NULL;
8494 rsurface.passcolor4f_vertexbuffer = NULL;
8495 rsurface.passcolor4f_bufferoffset = 0;
8496 rsurface.forcecurrenttextureupdate = true;
8498 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8500 if ((wantnormals || wanttangents) && !normal3f)
8502 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8503 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8505 if (wanttangents && !svector3f)
8507 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8508 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8509 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8514 float RSurf_FogPoint(const float *v)
8516 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8517 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8518 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8519 float FogHeightFade = r_refdef.fogheightfade;
8521 unsigned int fogmasktableindex;
8522 if (r_refdef.fogplaneviewabove)
8523 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8525 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8526 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8527 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8530 float RSurf_FogVertex(const float *v)
8532 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8533 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8534 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8535 float FogHeightFade = rsurface.fogheightfade;
8537 unsigned int fogmasktableindex;
8538 if (r_refdef.fogplaneviewabove)
8539 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8541 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8542 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8543 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8546 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8549 for (i = 0;i < numelements;i++)
8550 outelement3i[i] = inelement3i[i] + adjust;
8553 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8554 extern cvar_t gl_vbo;
8555 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8563 int surfacefirsttriangle;
8564 int surfacenumtriangles;
8565 int surfacefirstvertex;
8566 int surfaceendvertex;
8567 int surfacenumvertices;
8568 int batchnumvertices;
8569 int batchnumtriangles;
8573 qboolean dynamicvertex;
8577 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8579 q3shaderinfo_deform_t *deform;
8580 const msurface_t *surface, *firstsurface;
8581 r_vertexmesh_t *vertexmesh;
8582 if (!texturenumsurfaces)
8584 // find vertex range of this surface batch
8586 firstsurface = texturesurfacelist[0];
8587 firsttriangle = firstsurface->num_firsttriangle;
8588 batchnumvertices = 0;
8589 batchnumtriangles = 0;
8590 firstvertex = endvertex = firstsurface->num_firstvertex;
8591 for (i = 0;i < texturenumsurfaces;i++)
8593 surface = texturesurfacelist[i];
8594 if (surface != firstsurface + i)
8596 surfacefirstvertex = surface->num_firstvertex;
8597 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8598 surfacenumvertices = surface->num_vertices;
8599 surfacenumtriangles = surface->num_triangles;
8600 if (firstvertex > surfacefirstvertex)
8601 firstvertex = surfacefirstvertex;
8602 if (endvertex < surfaceendvertex)
8603 endvertex = surfaceendvertex;
8604 batchnumvertices += surfacenumvertices;
8605 batchnumtriangles += surfacenumtriangles;
8608 // we now know the vertex range used, and if there are any gaps in it
8609 rsurface.batchfirstvertex = firstvertex;
8610 rsurface.batchnumvertices = endvertex - firstvertex;
8611 rsurface.batchfirsttriangle = firsttriangle;
8612 rsurface.batchnumtriangles = batchnumtriangles;
8614 // this variable holds flags for which properties have been updated that
8615 // may require regenerating vertexmesh array...
8618 // check if any dynamic vertex processing must occur
8619 dynamicvertex = false;
8621 // if there is a chance of animated vertex colors, it's a dynamic batch
8622 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8624 dynamicvertex = true;
8625 batchneed |= BATCHNEED_NOGAPS;
8626 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8629 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8631 switch (deform->deform)
8634 case Q3DEFORM_PROJECTIONSHADOW:
8635 case Q3DEFORM_TEXT0:
8636 case Q3DEFORM_TEXT1:
8637 case Q3DEFORM_TEXT2:
8638 case Q3DEFORM_TEXT3:
8639 case Q3DEFORM_TEXT4:
8640 case Q3DEFORM_TEXT5:
8641 case Q3DEFORM_TEXT6:
8642 case Q3DEFORM_TEXT7:
8645 case Q3DEFORM_AUTOSPRITE:
8646 dynamicvertex = true;
8647 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8648 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8650 case Q3DEFORM_AUTOSPRITE2:
8651 dynamicvertex = true;
8652 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8653 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8655 case Q3DEFORM_NORMAL:
8656 dynamicvertex = true;
8657 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8658 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8661 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8662 break; // if wavefunc is a nop, ignore this transform
8663 dynamicvertex = true;
8664 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8665 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8667 case Q3DEFORM_BULGE:
8668 dynamicvertex = true;
8669 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8670 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8673 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8674 break; // if wavefunc is a nop, ignore this transform
8675 dynamicvertex = true;
8676 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8677 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8681 switch(rsurface.texture->tcgen.tcgen)
8684 case Q3TCGEN_TEXTURE:
8686 case Q3TCGEN_LIGHTMAP:
8687 dynamicvertex = true;
8688 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8689 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8691 case Q3TCGEN_VECTOR:
8692 dynamicvertex = true;
8693 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8694 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8696 case Q3TCGEN_ENVIRONMENT:
8697 dynamicvertex = true;
8698 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8699 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8702 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8704 dynamicvertex = true;
8705 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8706 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8709 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8711 dynamicvertex = true;
8712 batchneed |= BATCHNEED_NOGAPS;
8713 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8716 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8718 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8719 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8720 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8721 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8722 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8723 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8724 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8727 // when the model data has no vertex buffer (dynamic mesh), we need to
8729 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8730 batchneed |= BATCHNEED_NOGAPS;
8732 // if needsupdate, we have to do a dynamic vertex batch for sure
8733 if (needsupdate & batchneed)
8734 dynamicvertex = true;
8736 // see if we need to build vertexmesh from arrays
8737 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8738 dynamicvertex = true;
8740 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8741 // also some drivers strongly dislike firstvertex
8742 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8743 dynamicvertex = true;
8745 rsurface.batchvertex3f = rsurface.modelvertex3f;
8746 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8747 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8748 rsurface.batchsvector3f = rsurface.modelsvector3f;
8749 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8750 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8751 rsurface.batchtvector3f = rsurface.modeltvector3f;
8752 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8753 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8754 rsurface.batchnormal3f = rsurface.modelnormal3f;
8755 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8756 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8757 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8758 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8759 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8760 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8761 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8762 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8763 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8764 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8765 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8766 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8767 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8768 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8769 rsurface.batchelement3i = rsurface.modelelement3i;
8770 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8771 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8772 rsurface.batchelement3s = rsurface.modelelement3s;
8773 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8774 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8776 // if any dynamic vertex processing has to occur in software, we copy the
8777 // entire surface list together before processing to rebase the vertices
8778 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8780 // if any gaps exist and we do not have a static vertex buffer, we have to
8781 // copy the surface list together to avoid wasting upload bandwidth on the
8782 // vertices in the gaps.
8784 // if gaps exist and we have a static vertex buffer, we still have to
8785 // combine the index buffer ranges into one dynamic index buffer.
8787 // in all cases we end up with data that can be drawn in one call.
8791 // static vertex data, just set pointers...
8792 rsurface.batchgeneratedvertex = false;
8793 // if there are gaps, we want to build a combined index buffer,
8794 // otherwise use the original static buffer with an appropriate offset
8797 // build a new triangle elements array for this batch
8798 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8799 rsurface.batchfirsttriangle = 0;
8801 for (i = 0;i < texturenumsurfaces;i++)
8803 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8804 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8805 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8806 numtriangles += surfacenumtriangles;
8808 rsurface.batchelement3i_indexbuffer = NULL;
8809 rsurface.batchelement3i_bufferoffset = 0;
8810 rsurface.batchelement3s = NULL;
8811 rsurface.batchelement3s_indexbuffer = NULL;
8812 rsurface.batchelement3s_bufferoffset = 0;
8813 if (endvertex <= 65536)
8815 // make a 16bit (unsigned short) index array if possible
8816 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8817 for (i = 0;i < numtriangles*3;i++)
8818 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8824 // something needs software processing, do it for real...
8825 // we only directly handle separate array data in this case and then
8826 // generate interleaved data if needed...
8827 rsurface.batchgeneratedvertex = true;
8829 // now copy the vertex data into a combined array and make an index array
8830 // (this is what Quake3 does all the time)
8831 //if (gaps || rsurface.batchfirstvertex)
8833 rsurface.batchvertex3fbuffer = NULL;
8834 rsurface.batchvertexmesh = NULL;
8835 rsurface.batchvertexmeshbuffer = NULL;
8836 rsurface.batchvertex3f = NULL;
8837 rsurface.batchvertex3f_vertexbuffer = NULL;
8838 rsurface.batchvertex3f_bufferoffset = 0;
8839 rsurface.batchsvector3f = NULL;
8840 rsurface.batchsvector3f_vertexbuffer = NULL;
8841 rsurface.batchsvector3f_bufferoffset = 0;
8842 rsurface.batchtvector3f = NULL;
8843 rsurface.batchtvector3f_vertexbuffer = NULL;
8844 rsurface.batchtvector3f_bufferoffset = 0;
8845 rsurface.batchnormal3f = NULL;
8846 rsurface.batchnormal3f_vertexbuffer = NULL;
8847 rsurface.batchnormal3f_bufferoffset = 0;
8848 rsurface.batchlightmapcolor4f = NULL;
8849 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8850 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8851 rsurface.batchtexcoordtexture2f = NULL;
8852 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8853 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8854 rsurface.batchtexcoordlightmap2f = NULL;
8855 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8856 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8857 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8858 rsurface.batchelement3i_indexbuffer = NULL;
8859 rsurface.batchelement3i_bufferoffset = 0;
8860 rsurface.batchelement3s = NULL;
8861 rsurface.batchelement3s_indexbuffer = NULL;
8862 rsurface.batchelement3s_bufferoffset = 0;
8863 // we'll only be setting up certain arrays as needed
8864 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8865 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8866 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8867 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8868 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8869 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8870 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8872 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8873 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8875 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8876 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8877 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8878 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8879 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8880 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8883 for (i = 0;i < texturenumsurfaces;i++)
8885 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8886 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8887 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8888 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8889 // copy only the data requested
8890 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8891 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8892 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8894 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8896 if (rsurface.batchvertex3f)
8897 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8899 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8901 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8903 if (rsurface.modelnormal3f)
8904 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8906 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8908 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8910 if (rsurface.modelsvector3f)
8912 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8913 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8917 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8918 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8921 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8923 if (rsurface.modellightmapcolor4f)
8924 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8926 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8928 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8930 if (rsurface.modeltexcoordtexture2f)
8931 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8933 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8935 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8937 if (rsurface.modeltexcoordlightmap2f)
8938 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8940 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8943 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8944 numvertices += surfacenumvertices;
8945 numtriangles += surfacenumtriangles;
8948 // generate a 16bit index array as well if possible
8949 // (in general, dynamic batches fit)
8950 if (numvertices <= 65536)
8952 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8953 for (i = 0;i < numtriangles*3;i++)
8954 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8957 // since we've copied everything, the batch now starts at 0
8958 rsurface.batchfirstvertex = 0;
8959 rsurface.batchnumvertices = batchnumvertices;
8960 rsurface.batchfirsttriangle = 0;
8961 rsurface.batchnumtriangles = batchnumtriangles;
8964 // q1bsp surfaces rendered in vertex color mode have to have colors
8965 // calculated based on lightstyles
8966 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8968 // generate color arrays for the surfaces in this list
8973 const unsigned char *lm;
8974 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8975 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8976 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8978 for (i = 0;i < texturenumsurfaces;i++)
8980 surface = texturesurfacelist[i];
8981 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8982 surfacenumvertices = surface->num_vertices;
8983 if (surface->lightmapinfo->samples)
8985 for (j = 0;j < surfacenumvertices;j++)
8987 lm = surface->lightmapinfo->samples + offsets[j];
8988 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8989 VectorScale(lm, scale, c);
8990 if (surface->lightmapinfo->styles[1] != 255)
8992 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8994 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8995 VectorMA(c, scale, lm, c);
8996 if (surface->lightmapinfo->styles[2] != 255)
8999 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9000 VectorMA(c, scale, lm, c);
9001 if (surface->lightmapinfo->styles[3] != 255)
9004 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9005 VectorMA(c, scale, lm, c);
9012 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);
9018 for (j = 0;j < surfacenumvertices;j++)
9020 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9027 // if vertices are deformed (sprite flares and things in maps, possibly
9028 // water waves, bulges and other deformations), modify the copied vertices
9030 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9032 switch (deform->deform)
9035 case Q3DEFORM_PROJECTIONSHADOW:
9036 case Q3DEFORM_TEXT0:
9037 case Q3DEFORM_TEXT1:
9038 case Q3DEFORM_TEXT2:
9039 case Q3DEFORM_TEXT3:
9040 case Q3DEFORM_TEXT4:
9041 case Q3DEFORM_TEXT5:
9042 case Q3DEFORM_TEXT6:
9043 case Q3DEFORM_TEXT7:
9046 case Q3DEFORM_AUTOSPRITE:
9047 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9048 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9049 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9050 VectorNormalize(newforward);
9051 VectorNormalize(newright);
9052 VectorNormalize(newup);
9053 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9054 // rsurface.batchvertex3f_vertexbuffer = NULL;
9055 // rsurface.batchvertex3f_bufferoffset = 0;
9056 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9057 // rsurface.batchsvector3f_vertexbuffer = NULL;
9058 // rsurface.batchsvector3f_bufferoffset = 0;
9059 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9060 // rsurface.batchtvector3f_vertexbuffer = NULL;
9061 // rsurface.batchtvector3f_bufferoffset = 0;
9062 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9063 // rsurface.batchnormal3f_vertexbuffer = NULL;
9064 // rsurface.batchnormal3f_bufferoffset = 0;
9065 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9066 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9067 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9068 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9069 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);
9070 // a single autosprite surface can contain multiple sprites...
9071 for (j = 0;j < batchnumvertices - 3;j += 4)
9073 VectorClear(center);
9074 for (i = 0;i < 4;i++)
9075 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9076 VectorScale(center, 0.25f, center);
9077 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9078 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9079 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9080 for (i = 0;i < 4;i++)
9082 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9083 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9086 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9087 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9088 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);
9090 case Q3DEFORM_AUTOSPRITE2:
9091 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9092 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9093 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9094 VectorNormalize(newforward);
9095 VectorNormalize(newright);
9096 VectorNormalize(newup);
9097 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9098 // rsurface.batchvertex3f_vertexbuffer = NULL;
9099 // rsurface.batchvertex3f_bufferoffset = 0;
9101 const float *v1, *v2;
9111 memset(shortest, 0, sizeof(shortest));
9112 // a single autosprite surface can contain multiple sprites...
9113 for (j = 0;j < batchnumvertices - 3;j += 4)
9115 VectorClear(center);
9116 for (i = 0;i < 4;i++)
9117 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9118 VectorScale(center, 0.25f, center);
9119 // find the two shortest edges, then use them to define the
9120 // axis vectors for rotating around the central axis
9121 for (i = 0;i < 6;i++)
9123 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9124 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9125 l = VectorDistance2(v1, v2);
9126 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9128 l += (1.0f / 1024.0f);
9129 if (shortest[0].length2 > l || i == 0)
9131 shortest[1] = shortest[0];
9132 shortest[0].length2 = l;
9133 shortest[0].v1 = v1;
9134 shortest[0].v2 = v2;
9136 else if (shortest[1].length2 > l || i == 1)
9138 shortest[1].length2 = l;
9139 shortest[1].v1 = v1;
9140 shortest[1].v2 = v2;
9143 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9144 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9145 // this calculates the right vector from the shortest edge
9146 // and the up vector from the edge midpoints
9147 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9148 VectorNormalize(right);
9149 VectorSubtract(end, start, up);
9150 VectorNormalize(up);
9151 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9152 VectorSubtract(rsurface.localvieworigin, center, forward);
9153 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9154 VectorNegate(forward, forward);
9155 VectorReflect(forward, 0, up, forward);
9156 VectorNormalize(forward);
9157 CrossProduct(up, forward, newright);
9158 VectorNormalize(newright);
9159 // rotate the quad around the up axis vector, this is made
9160 // especially easy by the fact we know the quad is flat,
9161 // so we only have to subtract the center position and
9162 // measure distance along the right vector, and then
9163 // multiply that by the newright vector and add back the
9165 // we also need to subtract the old position to undo the
9166 // displacement from the center, which we do with a
9167 // DotProduct, the subtraction/addition of center is also
9168 // optimized into DotProducts here
9169 l = DotProduct(right, center);
9170 for (i = 0;i < 4;i++)
9172 v1 = rsurface.batchvertex3f + 3*(j+i);
9173 f = DotProduct(right, v1) - l;
9174 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9178 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9180 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9181 // rsurface.batchnormal3f_vertexbuffer = NULL;
9182 // rsurface.batchnormal3f_bufferoffset = 0;
9183 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9185 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9187 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9188 // rsurface.batchsvector3f_vertexbuffer = NULL;
9189 // rsurface.batchsvector3f_bufferoffset = 0;
9190 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9191 // rsurface.batchtvector3f_vertexbuffer = NULL;
9192 // rsurface.batchtvector3f_bufferoffset = 0;
9193 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);
9196 case Q3DEFORM_NORMAL:
9197 // deform the normals to make reflections wavey
9198 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9199 rsurface.batchnormal3f_vertexbuffer = NULL;
9200 rsurface.batchnormal3f_bufferoffset = 0;
9201 for (j = 0;j < batchnumvertices;j++)
9204 float *normal = rsurface.batchnormal3f + 3*j;
9205 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9206 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9207 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9208 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9209 VectorNormalize(normal);
9211 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9213 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9214 // rsurface.batchsvector3f_vertexbuffer = NULL;
9215 // rsurface.batchsvector3f_bufferoffset = 0;
9216 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9217 // rsurface.batchtvector3f_vertexbuffer = NULL;
9218 // rsurface.batchtvector3f_bufferoffset = 0;
9219 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);
9223 // deform vertex array to make wavey water and flags and such
9224 waveparms[0] = deform->waveparms[0];
9225 waveparms[1] = deform->waveparms[1];
9226 waveparms[2] = deform->waveparms[2];
9227 waveparms[3] = deform->waveparms[3];
9228 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9229 break; // if wavefunc is a nop, don't make a dynamic vertex array
9230 // this is how a divisor of vertex influence on deformation
9231 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9232 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9233 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9234 // rsurface.batchvertex3f_vertexbuffer = NULL;
9235 // rsurface.batchvertex3f_bufferoffset = 0;
9236 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9237 // rsurface.batchnormal3f_vertexbuffer = NULL;
9238 // rsurface.batchnormal3f_bufferoffset = 0;
9239 for (j = 0;j < batchnumvertices;j++)
9241 // if the wavefunc depends on time, evaluate it per-vertex
9244 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9245 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9247 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9249 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9250 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9251 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9253 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9254 // rsurface.batchsvector3f_vertexbuffer = NULL;
9255 // rsurface.batchsvector3f_bufferoffset = 0;
9256 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9257 // rsurface.batchtvector3f_vertexbuffer = NULL;
9258 // rsurface.batchtvector3f_bufferoffset = 0;
9259 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);
9262 case Q3DEFORM_BULGE:
9263 // deform vertex array to make the surface have moving bulges
9264 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9265 // rsurface.batchvertex3f_vertexbuffer = NULL;
9266 // rsurface.batchvertex3f_bufferoffset = 0;
9267 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9268 // rsurface.batchnormal3f_vertexbuffer = NULL;
9269 // rsurface.batchnormal3f_bufferoffset = 0;
9270 for (j = 0;j < batchnumvertices;j++)
9272 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9273 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9275 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9276 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9277 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9279 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9280 // rsurface.batchsvector3f_vertexbuffer = NULL;
9281 // rsurface.batchsvector3f_bufferoffset = 0;
9282 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9283 // rsurface.batchtvector3f_vertexbuffer = NULL;
9284 // rsurface.batchtvector3f_bufferoffset = 0;
9285 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);
9289 // deform vertex array
9290 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9291 break; // if wavefunc is a nop, don't make a dynamic vertex array
9292 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9293 VectorScale(deform->parms, scale, waveparms);
9294 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9295 // rsurface.batchvertex3f_vertexbuffer = NULL;
9296 // rsurface.batchvertex3f_bufferoffset = 0;
9297 for (j = 0;j < batchnumvertices;j++)
9298 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9303 // generate texcoords based on the chosen texcoord source
9304 switch(rsurface.texture->tcgen.tcgen)
9307 case Q3TCGEN_TEXTURE:
9309 case Q3TCGEN_LIGHTMAP:
9310 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9311 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9312 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9313 if (rsurface.batchtexcoordlightmap2f)
9314 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9316 case Q3TCGEN_VECTOR:
9317 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9318 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9319 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9320 for (j = 0;j < batchnumvertices;j++)
9322 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9323 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9326 case Q3TCGEN_ENVIRONMENT:
9327 // make environment reflections using a spheremap
9328 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9329 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9330 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9331 for (j = 0;j < batchnumvertices;j++)
9333 // identical to Q3A's method, but executed in worldspace so
9334 // carried models can be shiny too
9336 float viewer[3], d, reflected[3], worldreflected[3];
9338 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9339 // VectorNormalize(viewer);
9341 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9343 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9344 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9345 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9346 // note: this is proportinal to viewer, so we can normalize later
9348 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9349 VectorNormalize(worldreflected);
9351 // note: this sphere map only uses world x and z!
9352 // so positive and negative y will LOOK THE SAME.
9353 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9354 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9358 // the only tcmod that needs software vertex processing is turbulent, so
9359 // check for it here and apply the changes if needed
9360 // and we only support that as the first one
9361 // (handling a mixture of turbulent and other tcmods would be problematic
9362 // without punting it entirely to a software path)
9363 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9365 amplitude = rsurface.texture->tcmods[0].parms[1];
9366 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9367 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9368 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9369 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9370 for (j = 0;j < batchnumvertices;j++)
9372 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);
9373 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9377 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9379 // convert the modified arrays to vertex structs
9380 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9381 // rsurface.batchvertexmeshbuffer = NULL;
9382 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9383 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9384 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9385 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9386 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9387 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9388 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9390 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9392 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9393 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9396 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9397 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9398 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9399 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9400 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9401 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9402 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9403 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9404 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9408 void RSurf_DrawBatch(void)
9410 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9411 // through the pipeline, killing it earlier in the pipeline would have
9412 // per-surface overhead rather than per-batch overhead, so it's best to
9413 // reject it here, before it hits glDraw.
9414 if (rsurface.batchnumtriangles == 0)
9417 // batch debugging code
9418 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9424 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9425 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9428 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9430 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9432 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9433 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);
9440 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);
9443 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9445 // pick the closest matching water plane
9446 int planeindex, vertexindex, bestplaneindex = -1;
9450 r_waterstate_waterplane_t *p;
9451 qboolean prepared = false;
9453 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9455 if(p->camera_entity != rsurface.texture->camera_entity)
9460 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9462 if(rsurface.batchnumvertices == 0)
9465 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9467 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9468 d += fabs(PlaneDiff(vert, &p->plane));
9470 if (bestd > d || bestplaneindex < 0)
9473 bestplaneindex = planeindex;
9476 return bestplaneindex;
9477 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9478 // this situation though, as it might be better to render single larger
9479 // batches with useless stuff (backface culled for example) than to
9480 // render multiple smaller batches
9483 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9486 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9487 rsurface.passcolor4f_vertexbuffer = 0;
9488 rsurface.passcolor4f_bufferoffset = 0;
9489 for (i = 0;i < rsurface.batchnumvertices;i++)
9490 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9493 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9500 if (rsurface.passcolor4f)
9502 // generate color arrays
9503 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9504 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9505 rsurface.passcolor4f_vertexbuffer = 0;
9506 rsurface.passcolor4f_bufferoffset = 0;
9507 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9509 f = RSurf_FogVertex(v);
9518 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9519 rsurface.passcolor4f_vertexbuffer = 0;
9520 rsurface.passcolor4f_bufferoffset = 0;
9521 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9523 f = RSurf_FogVertex(v);
9532 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9539 if (!rsurface.passcolor4f)
9541 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9542 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9543 rsurface.passcolor4f_vertexbuffer = 0;
9544 rsurface.passcolor4f_bufferoffset = 0;
9545 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9547 f = RSurf_FogVertex(v);
9548 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9549 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9550 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9555 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9560 if (!rsurface.passcolor4f)
9562 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9563 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9564 rsurface.passcolor4f_vertexbuffer = 0;
9565 rsurface.passcolor4f_bufferoffset = 0;
9566 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9575 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9580 if (!rsurface.passcolor4f)
9582 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9583 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9584 rsurface.passcolor4f_vertexbuffer = 0;
9585 rsurface.passcolor4f_bufferoffset = 0;
9586 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9588 c2[0] = c[0] + r_refdef.scene.ambient;
9589 c2[1] = c[1] + r_refdef.scene.ambient;
9590 c2[2] = c[2] + r_refdef.scene.ambient;
9595 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9598 rsurface.passcolor4f = NULL;
9599 rsurface.passcolor4f_vertexbuffer = 0;
9600 rsurface.passcolor4f_bufferoffset = 0;
9601 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9602 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9603 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9604 GL_Color(r, g, b, a);
9605 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9609 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9611 // TODO: optimize applyfog && applycolor case
9612 // just apply fog if necessary, and tint the fog color array if necessary
9613 rsurface.passcolor4f = NULL;
9614 rsurface.passcolor4f_vertexbuffer = 0;
9615 rsurface.passcolor4f_bufferoffset = 0;
9616 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9617 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9618 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9619 GL_Color(r, g, b, a);
9623 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9626 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9627 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9628 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9629 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9630 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9631 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9632 GL_Color(r, g, b, a);
9636 static void RSurf_DrawBatch_GL11_ClampColor(void)
9641 if (!rsurface.passcolor4f)
9643 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9645 c2[0] = bound(0.0f, c1[0], 1.0f);
9646 c2[1] = bound(0.0f, c1[1], 1.0f);
9647 c2[2] = bound(0.0f, c1[2], 1.0f);
9648 c2[3] = bound(0.0f, c1[3], 1.0f);
9652 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9662 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9663 rsurface.passcolor4f_vertexbuffer = 0;
9664 rsurface.passcolor4f_bufferoffset = 0;
9665 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9667 f = -DotProduct(r_refdef.view.forward, n);
9669 f = f * 0.85 + 0.15; // work around so stuff won't get black
9670 f *= r_refdef.lightmapintensity;
9671 Vector4Set(c, f, f, f, 1);
9675 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9677 RSurf_DrawBatch_GL11_ApplyFakeLight();
9678 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9679 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9680 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9681 GL_Color(r, g, b, a);
9685 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9693 vec3_t ambientcolor;
9694 vec3_t diffusecolor;
9698 VectorCopy(rsurface.modellight_lightdir, lightdir);
9699 f = 0.5f * r_refdef.lightmapintensity;
9700 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9701 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9702 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9703 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9704 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9705 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9707 if (VectorLength2(diffusecolor) > 0)
9709 // q3-style directional shading
9710 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9711 rsurface.passcolor4f_vertexbuffer = 0;
9712 rsurface.passcolor4f_bufferoffset = 0;
9713 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9715 if ((f = DotProduct(n, lightdir)) > 0)
9716 VectorMA(ambientcolor, f, diffusecolor, c);
9718 VectorCopy(ambientcolor, c);
9725 *applycolor = false;
9729 *r = ambientcolor[0];
9730 *g = ambientcolor[1];
9731 *b = ambientcolor[2];
9732 rsurface.passcolor4f = NULL;
9733 rsurface.passcolor4f_vertexbuffer = 0;
9734 rsurface.passcolor4f_bufferoffset = 0;
9738 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9740 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9741 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9742 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9743 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9744 GL_Color(r, g, b, a);
9748 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9756 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9757 rsurface.passcolor4f_vertexbuffer = 0;
9758 rsurface.passcolor4f_bufferoffset = 0;
9760 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9762 f = 1 - RSurf_FogVertex(v);
9770 void RSurf_SetupDepthAndCulling(void)
9772 // submodels are biased to avoid z-fighting with world surfaces that they
9773 // may be exactly overlapping (avoids z-fighting artifacts on certain
9774 // doors and things in Quake maps)
9775 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9776 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9777 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9778 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9781 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9783 // transparent sky would be ridiculous
9784 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9786 R_SetupShader_Generic_NoTexture(false, false);
9787 skyrenderlater = true;
9788 RSurf_SetupDepthAndCulling();
9790 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9791 // skymasking on them, and Quake3 never did sky masking (unlike
9792 // software Quake and software Quake2), so disable the sky masking
9793 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9794 // and skymasking also looks very bad when noclipping outside the
9795 // level, so don't use it then either.
9796 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9798 R_Mesh_ResetTextureState();
9799 if (skyrendermasked)
9801 R_SetupShader_DepthOrShadow(false, false);
9802 // depth-only (masking)
9803 GL_ColorMask(0,0,0,0);
9804 // just to make sure that braindead drivers don't draw
9805 // anything despite that colormask...
9806 GL_BlendFunc(GL_ZERO, GL_ONE);
9807 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9808 if (rsurface.batchvertex3fbuffer)
9809 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9811 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9815 R_SetupShader_Generic_NoTexture(false, false);
9817 GL_BlendFunc(GL_ONE, GL_ZERO);
9818 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9819 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9820 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9823 if (skyrendermasked)
9824 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9826 R_Mesh_ResetTextureState();
9827 GL_Color(1, 1, 1, 1);
9830 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9831 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9832 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9834 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9838 // render screenspace normalmap to texture
9840 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9845 // bind lightmap texture
9847 // water/refraction/reflection/camera surfaces have to be handled specially
9848 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9850 int start, end, startplaneindex;
9851 for (start = 0;start < texturenumsurfaces;start = end)
9853 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9854 if(startplaneindex < 0)
9856 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9857 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9861 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9863 // now that we have a batch using the same planeindex, render it
9864 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9866 // render water or distortion background
9868 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9870 // blend surface on top
9871 GL_DepthMask(false);
9872 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9875 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9877 // render surface with reflection texture as input
9878 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9879 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9886 // render surface batch normally
9887 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9888 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9892 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9894 // OpenGL 1.3 path - anything not completely ancient
9895 qboolean applycolor;
9898 const texturelayer_t *layer;
9899 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9900 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9902 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9905 int layertexrgbscale;
9906 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9908 if (layerindex == 0)
9912 GL_AlphaTest(false);
9913 GL_DepthFunc(GL_EQUAL);
9916 GL_DepthMask(layer->depthmask && writedepth);
9917 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9918 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9920 layertexrgbscale = 4;
9921 VectorScale(layer->color, 0.25f, layercolor);
9923 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9925 layertexrgbscale = 2;
9926 VectorScale(layer->color, 0.5f, layercolor);
9930 layertexrgbscale = 1;
9931 VectorScale(layer->color, 1.0f, layercolor);
9933 layercolor[3] = layer->color[3];
9934 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9935 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9936 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9937 switch (layer->type)
9939 case TEXTURELAYERTYPE_LITTEXTURE:
9940 // single-pass lightmapped texture with 2x rgbscale
9941 R_Mesh_TexBind(0, r_texture_white);
9942 R_Mesh_TexMatrix(0, NULL);
9943 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9944 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9945 R_Mesh_TexBind(1, layer->texture);
9946 R_Mesh_TexMatrix(1, &layer->texmatrix);
9947 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9948 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9949 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9950 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9951 else if (FAKELIGHT_ENABLED)
9952 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9953 else if (rsurface.uselightmaptexture)
9954 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9956 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9958 case TEXTURELAYERTYPE_TEXTURE:
9959 // singletexture unlit texture with transparency support
9960 R_Mesh_TexBind(0, layer->texture);
9961 R_Mesh_TexMatrix(0, &layer->texmatrix);
9962 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9963 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9964 R_Mesh_TexBind(1, 0);
9965 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9966 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9968 case TEXTURELAYERTYPE_FOG:
9969 // singletexture fogging
9972 R_Mesh_TexBind(0, layer->texture);
9973 R_Mesh_TexMatrix(0, &layer->texmatrix);
9974 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9975 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9979 R_Mesh_TexBind(0, 0);
9980 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9982 R_Mesh_TexBind(1, 0);
9983 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9984 // generate a color array for the fog pass
9985 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9986 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9990 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9993 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9995 GL_DepthFunc(GL_LEQUAL);
9996 GL_AlphaTest(false);
10000 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10002 // OpenGL 1.1 - crusty old voodoo path
10005 const texturelayer_t *layer;
10006 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10007 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10009 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10011 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10013 if (layerindex == 0)
10014 GL_AlphaTest(true);
10017 GL_AlphaTest(false);
10018 GL_DepthFunc(GL_EQUAL);
10021 GL_DepthMask(layer->depthmask && writedepth);
10022 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10023 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10024 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10025 switch (layer->type)
10027 case TEXTURELAYERTYPE_LITTEXTURE:
10028 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10030 // two-pass lit texture with 2x rgbscale
10031 // first the lightmap pass
10032 R_Mesh_TexBind(0, r_texture_white);
10033 R_Mesh_TexMatrix(0, NULL);
10034 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10035 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10036 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10037 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10038 else if (FAKELIGHT_ENABLED)
10039 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10040 else if (rsurface.uselightmaptexture)
10041 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10043 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10044 // then apply the texture to it
10045 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10046 R_Mesh_TexBind(0, layer->texture);
10047 R_Mesh_TexMatrix(0, &layer->texmatrix);
10048 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10049 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10050 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10054 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10055 R_Mesh_TexBind(0, layer->texture);
10056 R_Mesh_TexMatrix(0, &layer->texmatrix);
10057 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10058 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10059 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10060 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10061 else if (FAKELIGHT_ENABLED)
10062 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10064 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10067 case TEXTURELAYERTYPE_TEXTURE:
10068 // singletexture unlit texture with transparency support
10069 R_Mesh_TexBind(0, layer->texture);
10070 R_Mesh_TexMatrix(0, &layer->texmatrix);
10071 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10072 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10073 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10075 case TEXTURELAYERTYPE_FOG:
10076 // singletexture fogging
10077 if (layer->texture)
10079 R_Mesh_TexBind(0, layer->texture);
10080 R_Mesh_TexMatrix(0, &layer->texmatrix);
10081 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10082 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10086 R_Mesh_TexBind(0, 0);
10087 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10089 // generate a color array for the fog pass
10090 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10091 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10095 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10098 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10100 GL_DepthFunc(GL_LEQUAL);
10101 GL_AlphaTest(false);
10105 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10109 r_vertexgeneric_t *batchvertex;
10112 // R_Mesh_ResetTextureState();
10113 R_SetupShader_Generic_NoTexture(false, false);
10115 if(rsurface.texture && rsurface.texture->currentskinframe)
10117 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10118 c[3] *= rsurface.texture->currentalpha;
10128 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10130 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10131 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10132 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10135 // brighten it up (as texture value 127 means "unlit")
10136 c[0] *= 2 * r_refdef.view.colorscale;
10137 c[1] *= 2 * r_refdef.view.colorscale;
10138 c[2] *= 2 * r_refdef.view.colorscale;
10140 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10141 c[3] *= r_wateralpha.value;
10143 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10146 GL_DepthMask(false);
10148 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10150 GL_BlendFunc(GL_ONE, GL_ONE);
10151 GL_DepthMask(false);
10153 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10155 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10156 GL_DepthMask(false);
10158 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10160 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10161 GL_DepthMask(false);
10165 GL_BlendFunc(GL_ONE, GL_ZERO);
10166 GL_DepthMask(writedepth);
10169 if (r_showsurfaces.integer == 3)
10171 rsurface.passcolor4f = NULL;
10173 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10175 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10177 rsurface.passcolor4f = NULL;
10178 rsurface.passcolor4f_vertexbuffer = 0;
10179 rsurface.passcolor4f_bufferoffset = 0;
10181 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10183 qboolean applycolor = true;
10186 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10188 r_refdef.lightmapintensity = 1;
10189 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10190 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10192 else if (FAKELIGHT_ENABLED)
10194 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10196 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10197 RSurf_DrawBatch_GL11_ApplyFakeLight();
10198 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10202 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10204 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10205 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10206 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10209 if(!rsurface.passcolor4f)
10210 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10212 RSurf_DrawBatch_GL11_ApplyAmbient();
10213 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10214 if(r_refdef.fogenabled)
10215 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10216 RSurf_DrawBatch_GL11_ClampColor();
10218 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10219 R_SetupShader_Generic_NoTexture(false, false);
10222 else if (!r_refdef.view.showdebug)
10224 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10225 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10226 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10228 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10229 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10231 R_Mesh_PrepareVertices_Generic_Unlock();
10234 else if (r_showsurfaces.integer == 4)
10236 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10237 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10238 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10240 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10241 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10242 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10244 R_Mesh_PrepareVertices_Generic_Unlock();
10247 else if (r_showsurfaces.integer == 2)
10250 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10251 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10252 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10254 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10255 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10256 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10257 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10258 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10259 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10260 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10262 R_Mesh_PrepareVertices_Generic_Unlock();
10263 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10267 int texturesurfaceindex;
10269 const msurface_t *surface;
10270 float surfacecolor4f[4];
10271 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10272 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10274 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10276 surface = texturesurfacelist[texturesurfaceindex];
10277 k = (int)(((size_t)surface) / sizeof(msurface_t));
10278 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10279 for (j = 0;j < surface->num_vertices;j++)
10281 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10282 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10286 R_Mesh_PrepareVertices_Generic_Unlock();
10291 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10294 RSurf_SetupDepthAndCulling();
10295 if (r_showsurfaces.integer)
10297 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10300 switch (vid.renderpath)
10302 case RENDERPATH_GL20:
10303 case RENDERPATH_D3D9:
10304 case RENDERPATH_D3D10:
10305 case RENDERPATH_D3D11:
10306 case RENDERPATH_SOFT:
10307 case RENDERPATH_GLES2:
10308 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10310 case RENDERPATH_GL13:
10311 case RENDERPATH_GLES1:
10312 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10314 case RENDERPATH_GL11:
10315 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10321 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10324 RSurf_SetupDepthAndCulling();
10325 if (r_showsurfaces.integer)
10327 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10330 switch (vid.renderpath)
10332 case RENDERPATH_GL20:
10333 case RENDERPATH_D3D9:
10334 case RENDERPATH_D3D10:
10335 case RENDERPATH_D3D11:
10336 case RENDERPATH_SOFT:
10337 case RENDERPATH_GLES2:
10338 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10340 case RENDERPATH_GL13:
10341 case RENDERPATH_GLES1:
10342 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10344 case RENDERPATH_GL11:
10345 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10351 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10354 int texturenumsurfaces, endsurface;
10355 texture_t *texture;
10356 const msurface_t *surface;
10357 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10359 // if the model is static it doesn't matter what value we give for
10360 // wantnormals and wanttangents, so this logic uses only rules applicable
10361 // to a model, knowing that they are meaningless otherwise
10362 if (ent == r_refdef.scene.worldentity)
10363 RSurf_ActiveWorldEntity();
10364 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10365 RSurf_ActiveModelEntity(ent, false, false, false);
10368 switch (vid.renderpath)
10370 case RENDERPATH_GL20:
10371 case RENDERPATH_D3D9:
10372 case RENDERPATH_D3D10:
10373 case RENDERPATH_D3D11:
10374 case RENDERPATH_SOFT:
10375 case RENDERPATH_GLES2:
10376 RSurf_ActiveModelEntity(ent, true, true, false);
10378 case RENDERPATH_GL11:
10379 case RENDERPATH_GL13:
10380 case RENDERPATH_GLES1:
10381 RSurf_ActiveModelEntity(ent, true, false, false);
10386 if (r_transparentdepthmasking.integer)
10388 qboolean setup = false;
10389 for (i = 0;i < numsurfaces;i = j)
10392 surface = rsurface.modelsurfaces + surfacelist[i];
10393 texture = surface->texture;
10394 rsurface.texture = R_GetCurrentTexture(texture);
10395 rsurface.lightmaptexture = NULL;
10396 rsurface.deluxemaptexture = NULL;
10397 rsurface.uselightmaptexture = false;
10398 // scan ahead until we find a different texture
10399 endsurface = min(i + 1024, numsurfaces);
10400 texturenumsurfaces = 0;
10401 texturesurfacelist[texturenumsurfaces++] = surface;
10402 for (;j < endsurface;j++)
10404 surface = rsurface.modelsurfaces + surfacelist[j];
10405 if (texture != surface->texture)
10407 texturesurfacelist[texturenumsurfaces++] = surface;
10409 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10411 // render the range of surfaces as depth
10415 GL_ColorMask(0,0,0,0);
10417 GL_DepthTest(true);
10418 GL_BlendFunc(GL_ONE, GL_ZERO);
10419 GL_DepthMask(true);
10420 // R_Mesh_ResetTextureState();
10421 R_SetupShader_DepthOrShadow(false, false);
10423 RSurf_SetupDepthAndCulling();
10424 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10425 if (rsurface.batchvertex3fbuffer)
10426 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10428 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10432 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10435 for (i = 0;i < numsurfaces;i = j)
10438 surface = rsurface.modelsurfaces + surfacelist[i];
10439 texture = surface->texture;
10440 rsurface.texture = R_GetCurrentTexture(texture);
10441 // scan ahead until we find a different texture
10442 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10443 texturenumsurfaces = 0;
10444 texturesurfacelist[texturenumsurfaces++] = surface;
10445 if(FAKELIGHT_ENABLED)
10447 rsurface.lightmaptexture = NULL;
10448 rsurface.deluxemaptexture = NULL;
10449 rsurface.uselightmaptexture = false;
10450 for (;j < endsurface;j++)
10452 surface = rsurface.modelsurfaces + surfacelist[j];
10453 if (texture != surface->texture)
10455 texturesurfacelist[texturenumsurfaces++] = surface;
10460 rsurface.lightmaptexture = surface->lightmaptexture;
10461 rsurface.deluxemaptexture = surface->deluxemaptexture;
10462 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10463 for (;j < endsurface;j++)
10465 surface = rsurface.modelsurfaces + surfacelist[j];
10466 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10468 texturesurfacelist[texturenumsurfaces++] = surface;
10471 // render the range of surfaces
10472 if (ent == r_refdef.scene.worldentity)
10473 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10475 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10477 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10480 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10482 // transparent surfaces get pushed off into the transparent queue
10483 int surfacelistindex;
10484 const msurface_t *surface;
10485 vec3_t tempcenter, center;
10486 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10488 surface = texturesurfacelist[surfacelistindex];
10489 if (r_transparent_sortsurfacesbynearest.integer)
10491 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10492 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10493 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10497 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10498 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10499 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10501 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10502 if (rsurface.entity->transparent_offset) // transparent offset
10504 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10505 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10506 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10508 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);
10512 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10514 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10516 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10518 RSurf_SetupDepthAndCulling();
10519 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10520 if (rsurface.batchvertex3fbuffer)
10521 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10523 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10527 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10531 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10534 if (!rsurface.texture->currentnumlayers)
10536 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10537 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10539 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10541 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10542 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10543 else if (!rsurface.texture->currentnumlayers)
10545 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10547 // in the deferred case, transparent surfaces were queued during prepass
10548 if (!r_shadow_usingdeferredprepass)
10549 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10553 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10554 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10559 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10562 texture_t *texture;
10563 R_FrameData_SetMark();
10564 // break the surface list down into batches by texture and use of lightmapping
10565 for (i = 0;i < numsurfaces;i = j)
10568 // texture is the base texture pointer, rsurface.texture is the
10569 // current frame/skin the texture is directing us to use (for example
10570 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10571 // use skin 1 instead)
10572 texture = surfacelist[i]->texture;
10573 rsurface.texture = R_GetCurrentTexture(texture);
10574 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10576 // if this texture is not the kind we want, skip ahead to the next one
10577 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10581 if(FAKELIGHT_ENABLED || depthonly || prepass)
10583 rsurface.lightmaptexture = NULL;
10584 rsurface.deluxemaptexture = NULL;
10585 rsurface.uselightmaptexture = false;
10586 // simply scan ahead until we find a different texture or lightmap state
10587 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10592 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10593 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10594 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10595 // simply scan ahead until we find a different texture or lightmap state
10596 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10599 // render the range of surfaces
10600 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10602 R_FrameData_ReturnToMark();
10605 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10609 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10612 if (!rsurface.texture->currentnumlayers)
10614 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10615 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10617 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10619 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10620 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10621 else if (!rsurface.texture->currentnumlayers)
10623 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10625 // in the deferred case, transparent surfaces were queued during prepass
10626 if (!r_shadow_usingdeferredprepass)
10627 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10631 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10632 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10637 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10640 texture_t *texture;
10641 R_FrameData_SetMark();
10642 // break the surface list down into batches by texture and use of lightmapping
10643 for (i = 0;i < numsurfaces;i = j)
10646 // texture is the base texture pointer, rsurface.texture is the
10647 // current frame/skin the texture is directing us to use (for example
10648 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10649 // use skin 1 instead)
10650 texture = surfacelist[i]->texture;
10651 rsurface.texture = R_GetCurrentTexture(texture);
10652 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10654 // if this texture is not the kind we want, skip ahead to the next one
10655 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10659 if(FAKELIGHT_ENABLED || depthonly || prepass)
10661 rsurface.lightmaptexture = NULL;
10662 rsurface.deluxemaptexture = NULL;
10663 rsurface.uselightmaptexture = false;
10664 // simply scan ahead until we find a different texture or lightmap state
10665 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10670 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10671 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10672 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10673 // simply scan ahead until we find a different texture or lightmap state
10674 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10677 // render the range of surfaces
10678 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10680 R_FrameData_ReturnToMark();
10683 float locboxvertex3f[6*4*3] =
10685 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10686 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10687 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10688 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10689 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10690 1,0,0, 0,0,0, 0,1,0, 1,1,0
10693 unsigned short locboxelements[6*2*3] =
10698 12,13,14, 12,14,15,
10699 16,17,18, 16,18,19,
10703 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10706 cl_locnode_t *loc = (cl_locnode_t *)ent;
10708 float vertex3f[6*4*3];
10710 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10711 GL_DepthMask(false);
10712 GL_DepthRange(0, 1);
10713 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10714 GL_DepthTest(true);
10715 GL_CullFace(GL_NONE);
10716 R_EntityMatrix(&identitymatrix);
10718 // R_Mesh_ResetTextureState();
10720 i = surfacelist[0];
10721 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10722 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10723 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10724 surfacelist[0] < 0 ? 0.5f : 0.125f);
10726 if (VectorCompare(loc->mins, loc->maxs))
10728 VectorSet(size, 2, 2, 2);
10729 VectorMA(loc->mins, -0.5f, size, mins);
10733 VectorCopy(loc->mins, mins);
10734 VectorSubtract(loc->maxs, loc->mins, size);
10737 for (i = 0;i < 6*4*3;)
10738 for (j = 0;j < 3;j++, i++)
10739 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10741 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10742 R_SetupShader_Generic_NoTexture(false, false);
10743 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10746 void R_DrawLocs(void)
10749 cl_locnode_t *loc, *nearestloc;
10751 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10752 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10754 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10755 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10759 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10761 if (decalsystem->decals)
10762 Mem_Free(decalsystem->decals);
10763 memset(decalsystem, 0, sizeof(*decalsystem));
10766 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, int decalsequence)
10769 tridecal_t *decals;
10772 // expand or initialize the system
10773 if (decalsystem->maxdecals <= decalsystem->numdecals)
10775 decalsystem_t old = *decalsystem;
10776 qboolean useshortelements;
10777 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10778 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10779 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)));
10780 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10781 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10782 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10783 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10784 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10785 if (decalsystem->numdecals)
10786 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10788 Mem_Free(old.decals);
10789 for (i = 0;i < decalsystem->maxdecals*3;i++)
10790 decalsystem->element3i[i] = i;
10791 if (useshortelements)
10792 for (i = 0;i < decalsystem->maxdecals*3;i++)
10793 decalsystem->element3s[i] = i;
10796 // grab a decal and search for another free slot for the next one
10797 decals = decalsystem->decals;
10798 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10799 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10801 decalsystem->freedecal = i;
10802 if (decalsystem->numdecals <= i)
10803 decalsystem->numdecals = i + 1;
10805 // initialize the decal
10807 decal->triangleindex = triangleindex;
10808 decal->surfaceindex = surfaceindex;
10809 decal->decalsequence = decalsequence;
10810 decal->color4f[0][0] = c0[0];
10811 decal->color4f[0][1] = c0[1];
10812 decal->color4f[0][2] = c0[2];
10813 decal->color4f[0][3] = 1;
10814 decal->color4f[1][0] = c1[0];
10815 decal->color4f[1][1] = c1[1];
10816 decal->color4f[1][2] = c1[2];
10817 decal->color4f[1][3] = 1;
10818 decal->color4f[2][0] = c2[0];
10819 decal->color4f[2][1] = c2[1];
10820 decal->color4f[2][2] = c2[2];
10821 decal->color4f[2][3] = 1;
10822 decal->vertex3f[0][0] = v0[0];
10823 decal->vertex3f[0][1] = v0[1];
10824 decal->vertex3f[0][2] = v0[2];
10825 decal->vertex3f[1][0] = v1[0];
10826 decal->vertex3f[1][1] = v1[1];
10827 decal->vertex3f[1][2] = v1[2];
10828 decal->vertex3f[2][0] = v2[0];
10829 decal->vertex3f[2][1] = v2[1];
10830 decal->vertex3f[2][2] = v2[2];
10831 decal->texcoord2f[0][0] = t0[0];
10832 decal->texcoord2f[0][1] = t0[1];
10833 decal->texcoord2f[1][0] = t1[0];
10834 decal->texcoord2f[1][1] = t1[1];
10835 decal->texcoord2f[2][0] = t2[0];
10836 decal->texcoord2f[2][1] = t2[1];
10837 TriangleNormal(v0, v1, v2, decal->plane);
10838 VectorNormalize(decal->plane);
10839 decal->plane[3] = DotProduct(v0, decal->plane);
10842 extern cvar_t cl_decals_bias;
10843 extern cvar_t cl_decals_models;
10844 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10845 // baseparms, parms, temps
10846 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10851 const float *vertex3f;
10852 const float *normal3f;
10854 float points[2][9][3];
10861 e = rsurface.modelelement3i + 3*triangleindex;
10863 vertex3f = rsurface.modelvertex3f;
10864 normal3f = rsurface.modelnormal3f;
10868 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10870 index = 3*e[cornerindex];
10871 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10876 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10878 index = 3*e[cornerindex];
10879 VectorCopy(vertex3f + index, v[cornerindex]);
10884 //TriangleNormal(v[0], v[1], v[2], normal);
10885 //if (DotProduct(normal, localnormal) < 0.0f)
10887 // clip by each of the box planes formed from the projection matrix
10888 // if anything survives, we emit the decal
10889 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]);
10892 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]);
10895 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]);
10898 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]);
10901 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]);
10904 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]);
10907 // some part of the triangle survived, so we have to accept it...
10910 // dynamic always uses the original triangle
10912 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10914 index = 3*e[cornerindex];
10915 VectorCopy(vertex3f + index, v[cornerindex]);
10918 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10920 // convert vertex positions to texcoords
10921 Matrix4x4_Transform(projection, v[cornerindex], temp);
10922 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10923 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10924 // calculate distance fade from the projection origin
10925 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10926 f = bound(0.0f, f, 1.0f);
10927 c[cornerindex][0] = r * f;
10928 c[cornerindex][1] = g * f;
10929 c[cornerindex][2] = b * f;
10930 c[cornerindex][3] = 1.0f;
10931 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10934 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);
10936 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10937 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);
10939 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, int decalsequence)
10941 matrix4x4_t projection;
10942 decalsystem_t *decalsystem;
10945 const msurface_t *surface;
10946 const msurface_t *surfaces;
10947 const int *surfacelist;
10948 const texture_t *texture;
10950 int numsurfacelist;
10951 int surfacelistindex;
10954 float localorigin[3];
10955 float localnormal[3];
10956 float localmins[3];
10957 float localmaxs[3];
10960 float planes[6][4];
10963 int bih_triangles_count;
10964 int bih_triangles[256];
10965 int bih_surfaces[256];
10967 decalsystem = &ent->decalsystem;
10968 model = ent->model;
10969 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10971 R_DecalSystem_Reset(&ent->decalsystem);
10975 if (!model->brush.data_leafs && !cl_decals_models.integer)
10977 if (decalsystem->model)
10978 R_DecalSystem_Reset(decalsystem);
10982 if (decalsystem->model != model)
10983 R_DecalSystem_Reset(decalsystem);
10984 decalsystem->model = model;
10986 RSurf_ActiveModelEntity(ent, true, false, false);
10988 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10989 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10990 VectorNormalize(localnormal);
10991 localsize = worldsize*rsurface.inversematrixscale;
10992 localmins[0] = localorigin[0] - localsize;
10993 localmins[1] = localorigin[1] - localsize;
10994 localmins[2] = localorigin[2] - localsize;
10995 localmaxs[0] = localorigin[0] + localsize;
10996 localmaxs[1] = localorigin[1] + localsize;
10997 localmaxs[2] = localorigin[2] + localsize;
10999 //VectorCopy(localnormal, planes[4]);
11000 //VectorVectors(planes[4], planes[2], planes[0]);
11001 AnglesFromVectors(angles, localnormal, NULL, false);
11002 AngleVectors(angles, planes[0], planes[2], planes[4]);
11003 VectorNegate(planes[0], planes[1]);
11004 VectorNegate(planes[2], planes[3]);
11005 VectorNegate(planes[4], planes[5]);
11006 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11007 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11008 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11009 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11010 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11011 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11016 matrix4x4_t forwardprojection;
11017 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11018 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11023 float projectionvector[4][3];
11024 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11025 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11026 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11027 projectionvector[0][0] = planes[0][0] * ilocalsize;
11028 projectionvector[0][1] = planes[1][0] * ilocalsize;
11029 projectionvector[0][2] = planes[2][0] * ilocalsize;
11030 projectionvector[1][0] = planes[0][1] * ilocalsize;
11031 projectionvector[1][1] = planes[1][1] * ilocalsize;
11032 projectionvector[1][2] = planes[2][1] * ilocalsize;
11033 projectionvector[2][0] = planes[0][2] * ilocalsize;
11034 projectionvector[2][1] = planes[1][2] * ilocalsize;
11035 projectionvector[2][2] = planes[2][2] * ilocalsize;
11036 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11037 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11038 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11039 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11043 dynamic = model->surfmesh.isanimated;
11044 numsurfacelist = model->nummodelsurfaces;
11045 surfacelist = model->sortedmodelsurfaces;
11046 surfaces = model->data_surfaces;
11049 bih_triangles_count = -1;
11052 if(model->render_bih.numleafs)
11053 bih = &model->render_bih;
11054 else if(model->collision_bih.numleafs)
11055 bih = &model->collision_bih;
11058 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11059 if(bih_triangles_count == 0)
11061 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11063 if(bih_triangles_count > 0)
11065 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11067 surfaceindex = bih_surfaces[triangleindex];
11068 surface = surfaces + surfaceindex;
11069 texture = surface->texture;
11070 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11072 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11074 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11079 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11081 surfaceindex = surfacelist[surfacelistindex];
11082 surface = surfaces + surfaceindex;
11083 // check cull box first because it rejects more than any other check
11084 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11086 // skip transparent surfaces
11087 texture = surface->texture;
11088 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11090 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11092 numtriangles = surface->num_triangles;
11093 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11094 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11099 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11100 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, int decalsequence)
11102 int renderentityindex;
11103 float worldmins[3];
11104 float worldmaxs[3];
11105 entity_render_t *ent;
11107 if (!cl_decals_newsystem.integer)
11110 worldmins[0] = worldorigin[0] - worldsize;
11111 worldmins[1] = worldorigin[1] - worldsize;
11112 worldmins[2] = worldorigin[2] - worldsize;
11113 worldmaxs[0] = worldorigin[0] + worldsize;
11114 worldmaxs[1] = worldorigin[1] + worldsize;
11115 worldmaxs[2] = worldorigin[2] + worldsize;
11117 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11119 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11121 ent = r_refdef.scene.entities[renderentityindex];
11122 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11125 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11129 typedef struct r_decalsystem_splatqueue_s
11131 vec3_t worldorigin;
11132 vec3_t worldnormal;
11138 r_decalsystem_splatqueue_t;
11140 int r_decalsystem_numqueued = 0;
11141 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11143 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)
11145 r_decalsystem_splatqueue_t *queue;
11147 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11150 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11151 VectorCopy(worldorigin, queue->worldorigin);
11152 VectorCopy(worldnormal, queue->worldnormal);
11153 Vector4Set(queue->color, r, g, b, a);
11154 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11155 queue->worldsize = worldsize;
11156 queue->decalsequence = cl.decalsequence++;
11159 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11162 r_decalsystem_splatqueue_t *queue;
11164 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11165 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);
11166 r_decalsystem_numqueued = 0;
11169 extern cvar_t cl_decals_max;
11170 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11173 decalsystem_t *decalsystem = &ent->decalsystem;
11180 if (!decalsystem->numdecals)
11183 if (r_showsurfaces.integer)
11186 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11188 R_DecalSystem_Reset(decalsystem);
11192 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11193 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11195 if (decalsystem->lastupdatetime)
11196 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11199 decalsystem->lastupdatetime = r_refdef.scene.time;
11200 numdecals = decalsystem->numdecals;
11202 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11204 if (decal->color4f[0][3])
11206 decal->lived += frametime;
11207 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11209 memset(decal, 0, sizeof(*decal));
11210 if (decalsystem->freedecal > i)
11211 decalsystem->freedecal = i;
11215 decal = decalsystem->decals;
11216 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11219 // collapse the array by shuffling the tail decals into the gaps
11222 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11223 decalsystem->freedecal++;
11224 if (decalsystem->freedecal == numdecals)
11226 decal[decalsystem->freedecal] = decal[--numdecals];
11229 decalsystem->numdecals = numdecals;
11231 if (numdecals <= 0)
11233 // if there are no decals left, reset decalsystem
11234 R_DecalSystem_Reset(decalsystem);
11238 extern skinframe_t *decalskinframe;
11239 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11242 decalsystem_t *decalsystem = &ent->decalsystem;
11251 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11254 numdecals = decalsystem->numdecals;
11258 if (r_showsurfaces.integer)
11261 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11263 R_DecalSystem_Reset(decalsystem);
11267 // if the model is static it doesn't matter what value we give for
11268 // wantnormals and wanttangents, so this logic uses only rules applicable
11269 // to a model, knowing that they are meaningless otherwise
11270 if (ent == r_refdef.scene.worldentity)
11271 RSurf_ActiveWorldEntity();
11273 RSurf_ActiveModelEntity(ent, false, false, false);
11275 decalsystem->lastupdatetime = r_refdef.scene.time;
11277 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11279 // update vertex positions for animated models
11280 v3f = decalsystem->vertex3f;
11281 c4f = decalsystem->color4f;
11282 t2f = decalsystem->texcoord2f;
11283 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11285 if (!decal->color4f[0][3])
11288 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11292 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11295 // update color values for fading decals
11296 if (decal->lived >= cl_decals_time.value)
11297 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11301 c4f[ 0] = decal->color4f[0][0] * alpha;
11302 c4f[ 1] = decal->color4f[0][1] * alpha;
11303 c4f[ 2] = decal->color4f[0][2] * alpha;
11305 c4f[ 4] = decal->color4f[1][0] * alpha;
11306 c4f[ 5] = decal->color4f[1][1] * alpha;
11307 c4f[ 6] = decal->color4f[1][2] * alpha;
11309 c4f[ 8] = decal->color4f[2][0] * alpha;
11310 c4f[ 9] = decal->color4f[2][1] * alpha;
11311 c4f[10] = decal->color4f[2][2] * alpha;
11314 t2f[0] = decal->texcoord2f[0][0];
11315 t2f[1] = decal->texcoord2f[0][1];
11316 t2f[2] = decal->texcoord2f[1][0];
11317 t2f[3] = decal->texcoord2f[1][1];
11318 t2f[4] = decal->texcoord2f[2][0];
11319 t2f[5] = decal->texcoord2f[2][1];
11321 // update vertex positions for animated models
11322 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11324 e = rsurface.modelelement3i + 3*decal->triangleindex;
11325 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11326 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11327 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11331 VectorCopy(decal->vertex3f[0], v3f);
11332 VectorCopy(decal->vertex3f[1], v3f + 3);
11333 VectorCopy(decal->vertex3f[2], v3f + 6);
11336 if (r_refdef.fogenabled)
11338 alpha = RSurf_FogVertex(v3f);
11339 VectorScale(c4f, alpha, c4f);
11340 alpha = RSurf_FogVertex(v3f + 3);
11341 VectorScale(c4f + 4, alpha, c4f + 4);
11342 alpha = RSurf_FogVertex(v3f + 6);
11343 VectorScale(c4f + 8, alpha, c4f + 8);
11354 r_refdef.stats.drawndecals += numtris;
11356 // now render the decals all at once
11357 // (this assumes they all use one particle font texture!)
11358 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);
11359 // R_Mesh_ResetTextureState();
11360 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11361 GL_DepthMask(false);
11362 GL_DepthRange(0, 1);
11363 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11364 GL_DepthTest(true);
11365 GL_CullFace(GL_NONE);
11366 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11367 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11368 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11372 static void R_DrawModelDecals(void)
11376 // fade faster when there are too many decals
11377 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11378 for (i = 0;i < r_refdef.scene.numentities;i++)
11379 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11381 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11382 for (i = 0;i < r_refdef.scene.numentities;i++)
11383 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11384 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11386 R_DecalSystem_ApplySplatEntitiesQueue();
11388 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11389 for (i = 0;i < r_refdef.scene.numentities;i++)
11390 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11392 r_refdef.stats.totaldecals += numdecals;
11394 if (r_showsurfaces.integer)
11397 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11399 for (i = 0;i < r_refdef.scene.numentities;i++)
11401 if (!r_refdef.viewcache.entityvisible[i])
11403 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11404 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11408 extern cvar_t mod_collision_bih;
11409 static void R_DrawDebugModel(void)
11411 entity_render_t *ent = rsurface.entity;
11412 int i, j, k, l, flagsmask;
11413 const msurface_t *surface;
11414 dp_model_t *model = ent->model;
11417 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11420 if (r_showoverdraw.value > 0)
11422 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11423 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11424 R_SetupShader_Generic_NoTexture(false, false);
11425 GL_DepthTest(false);
11426 GL_DepthMask(false);
11427 GL_DepthRange(0, 1);
11428 GL_BlendFunc(GL_ONE, GL_ONE);
11429 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11431 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11433 rsurface.texture = R_GetCurrentTexture(surface->texture);
11434 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11436 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11437 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11438 if (!rsurface.texture->currentlayers->depthmask)
11439 GL_Color(c, 0, 0, 1.0f);
11440 else if (ent == r_refdef.scene.worldentity)
11441 GL_Color(c, c, c, 1.0f);
11443 GL_Color(0, c, 0, 1.0f);
11444 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11448 rsurface.texture = NULL;
11451 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11453 // R_Mesh_ResetTextureState();
11454 R_SetupShader_Generic_NoTexture(false, false);
11455 GL_DepthRange(0, 1);
11456 GL_DepthTest(!r_showdisabledepthtest.integer);
11457 GL_DepthMask(false);
11458 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11460 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11464 qboolean cullbox = false;
11465 const q3mbrush_t *brush;
11466 const bih_t *bih = &model->collision_bih;
11467 const bih_leaf_t *bihleaf;
11468 float vertex3f[3][3];
11469 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11470 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11472 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11474 switch (bihleaf->type)
11477 brush = model->brush.data_brushes + bihleaf->itemindex;
11478 if (brush->colbrushf && brush->colbrushf->numtriangles)
11480 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);
11481 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11482 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11485 case BIH_COLLISIONTRIANGLE:
11486 triangleindex = bihleaf->itemindex;
11487 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11488 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11489 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11490 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);
11491 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11492 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11494 case BIH_RENDERTRIANGLE:
11495 triangleindex = bihleaf->itemindex;
11496 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11497 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11498 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11499 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);
11500 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11501 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11507 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11510 if (r_showtris.integer && qglPolygonMode)
11512 if (r_showdisabledepthtest.integer)
11514 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11515 GL_DepthMask(false);
11519 GL_BlendFunc(GL_ONE, GL_ZERO);
11520 GL_DepthMask(true);
11522 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11523 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11525 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11527 rsurface.texture = R_GetCurrentTexture(surface->texture);
11528 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11530 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11531 if (!rsurface.texture->currentlayers->depthmask)
11532 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11533 else if (ent == r_refdef.scene.worldentity)
11534 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11536 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11537 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11541 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11542 rsurface.texture = NULL;
11545 if (r_shownormals.value != 0 && qglBegin)
11547 if (r_showdisabledepthtest.integer)
11549 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11550 GL_DepthMask(false);
11554 GL_BlendFunc(GL_ONE, GL_ZERO);
11555 GL_DepthMask(true);
11557 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11559 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11561 rsurface.texture = R_GetCurrentTexture(surface->texture);
11562 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11564 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11565 qglBegin(GL_LINES);
11566 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11568 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11570 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11571 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11572 qglVertex3f(v[0], v[1], v[2]);
11573 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11574 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11575 qglVertex3f(v[0], v[1], v[2]);
11578 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11580 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11582 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11583 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11584 qglVertex3f(v[0], v[1], v[2]);
11585 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11586 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11587 qglVertex3f(v[0], v[1], v[2]);
11590 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11592 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11594 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11595 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11596 qglVertex3f(v[0], v[1], v[2]);
11597 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11598 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11599 qglVertex3f(v[0], v[1], v[2]);
11602 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11604 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11606 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11607 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11608 qglVertex3f(v[0], v[1], v[2]);
11609 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11610 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11611 qglVertex3f(v[0], v[1], v[2]);
11618 rsurface.texture = NULL;
11623 int r_maxsurfacelist = 0;
11624 const msurface_t **r_surfacelist = NULL;
11625 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11627 int i, j, endj, flagsmask;
11628 dp_model_t *model = r_refdef.scene.worldmodel;
11629 msurface_t *surfaces;
11630 unsigned char *update;
11631 int numsurfacelist = 0;
11635 if (r_maxsurfacelist < model->num_surfaces)
11637 r_maxsurfacelist = model->num_surfaces;
11639 Mem_Free((msurface_t**)r_surfacelist);
11640 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11643 RSurf_ActiveWorldEntity();
11645 surfaces = model->data_surfaces;
11646 update = model->brushq1.lightmapupdateflags;
11648 // update light styles on this submodel
11649 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11651 model_brush_lightstyleinfo_t *style;
11652 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11654 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11656 int *list = style->surfacelist;
11657 style->value = r_refdef.scene.lightstylevalue[style->style];
11658 for (j = 0;j < style->numsurfaces;j++)
11659 update[list[j]] = true;
11664 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11668 R_DrawDebugModel();
11669 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11673 rsurface.lightmaptexture = NULL;
11674 rsurface.deluxemaptexture = NULL;
11675 rsurface.uselightmaptexture = false;
11676 rsurface.texture = NULL;
11677 rsurface.rtlight = NULL;
11678 numsurfacelist = 0;
11679 // add visible surfaces to draw list
11680 for (i = 0;i < model->nummodelsurfaces;i++)
11682 j = model->sortedmodelsurfaces[i];
11683 if (r_refdef.viewcache.world_surfacevisible[j])
11684 r_surfacelist[numsurfacelist++] = surfaces + j;
11686 // update lightmaps if needed
11687 if (model->brushq1.firstrender)
11689 model->brushq1.firstrender = false;
11690 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11692 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11696 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11697 if (r_refdef.viewcache.world_surfacevisible[j])
11699 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11701 // don't do anything if there were no surfaces
11702 if (!numsurfacelist)
11704 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11707 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11709 // add to stats if desired
11710 if (r_speeds.integer && !skysurfaces && !depthonly)
11712 r_refdef.stats.world_surfaces += numsurfacelist;
11713 for (j = 0;j < numsurfacelist;j++)
11714 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11717 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11720 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11722 int i, j, endj, flagsmask;
11723 dp_model_t *model = ent->model;
11724 msurface_t *surfaces;
11725 unsigned char *update;
11726 int numsurfacelist = 0;
11730 if (r_maxsurfacelist < model->num_surfaces)
11732 r_maxsurfacelist = model->num_surfaces;
11734 Mem_Free((msurface_t **)r_surfacelist);
11735 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11738 // if the model is static it doesn't matter what value we give for
11739 // wantnormals and wanttangents, so this logic uses only rules applicable
11740 // to a model, knowing that they are meaningless otherwise
11741 if (ent == r_refdef.scene.worldentity)
11742 RSurf_ActiveWorldEntity();
11743 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11744 RSurf_ActiveModelEntity(ent, false, false, false);
11746 RSurf_ActiveModelEntity(ent, true, true, true);
11747 else if (depthonly)
11749 switch (vid.renderpath)
11751 case RENDERPATH_GL20:
11752 case RENDERPATH_D3D9:
11753 case RENDERPATH_D3D10:
11754 case RENDERPATH_D3D11:
11755 case RENDERPATH_SOFT:
11756 case RENDERPATH_GLES2:
11757 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11759 case RENDERPATH_GL11:
11760 case RENDERPATH_GL13:
11761 case RENDERPATH_GLES1:
11762 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11768 switch (vid.renderpath)
11770 case RENDERPATH_GL20:
11771 case RENDERPATH_D3D9:
11772 case RENDERPATH_D3D10:
11773 case RENDERPATH_D3D11:
11774 case RENDERPATH_SOFT:
11775 case RENDERPATH_GLES2:
11776 RSurf_ActiveModelEntity(ent, true, true, false);
11778 case RENDERPATH_GL11:
11779 case RENDERPATH_GL13:
11780 case RENDERPATH_GLES1:
11781 RSurf_ActiveModelEntity(ent, true, false, false);
11786 surfaces = model->data_surfaces;
11787 update = model->brushq1.lightmapupdateflags;
11789 // update light styles
11790 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11792 model_brush_lightstyleinfo_t *style;
11793 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11795 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11797 int *list = style->surfacelist;
11798 style->value = r_refdef.scene.lightstylevalue[style->style];
11799 for (j = 0;j < style->numsurfaces;j++)
11800 update[list[j]] = true;
11805 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11809 R_DrawDebugModel();
11810 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11814 rsurface.lightmaptexture = NULL;
11815 rsurface.deluxemaptexture = NULL;
11816 rsurface.uselightmaptexture = false;
11817 rsurface.texture = NULL;
11818 rsurface.rtlight = NULL;
11819 numsurfacelist = 0;
11820 // add visible surfaces to draw list
11821 for (i = 0;i < model->nummodelsurfaces;i++)
11822 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11823 // don't do anything if there were no surfaces
11824 if (!numsurfacelist)
11826 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11829 // update lightmaps if needed
11833 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11838 R_BuildLightMap(ent, surfaces + j);
11843 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11845 // add to stats if desired
11846 if (r_speeds.integer && !skysurfaces && !depthonly)
11848 r_refdef.stats.entities_surfaces += numsurfacelist;
11849 for (j = 0;j < numsurfacelist;j++)
11850 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11853 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11856 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11858 static texture_t texture;
11859 static msurface_t surface;
11860 const msurface_t *surfacelist = &surface;
11862 // fake enough texture and surface state to render this geometry
11864 texture.update_lastrenderframe = -1; // regenerate this texture
11865 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11866 texture.currentskinframe = skinframe;
11867 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11868 texture.offsetmapping = OFFSETMAPPING_OFF;
11869 texture.offsetscale = 1;
11870 texture.specularscalemod = 1;
11871 texture.specularpowermod = 1;
11873 surface.texture = &texture;
11874 surface.num_triangles = numtriangles;
11875 surface.num_firsttriangle = firsttriangle;
11876 surface.num_vertices = numvertices;
11877 surface.num_firstvertex = firstvertex;
11880 rsurface.texture = R_GetCurrentTexture(surface.texture);
11881 rsurface.lightmaptexture = NULL;
11882 rsurface.deluxemaptexture = NULL;
11883 rsurface.uselightmaptexture = false;
11884 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11887 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)
11889 static msurface_t surface;
11890 const msurface_t *surfacelist = &surface;
11892 // fake enough texture and surface state to render this geometry
11893 surface.texture = texture;
11894 surface.num_triangles = numtriangles;
11895 surface.num_firsttriangle = firsttriangle;
11896 surface.num_vertices = numvertices;
11897 surface.num_firstvertex = firstvertex;
11900 rsurface.texture = R_GetCurrentTexture(surface.texture);
11901 rsurface.lightmaptexture = NULL;
11902 rsurface.deluxemaptexture = NULL;
11903 rsurface.uselightmaptexture = false;
11904 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);