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_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
124 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
125 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"};
126 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"};
127 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
130 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
131 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
132 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"};
133 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
134 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
135 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 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
137 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
139 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
140 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
141 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
142 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
143 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
144 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
145 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
146 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
148 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)"};
149 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"};
151 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
152 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
153 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
155 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"};
156 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"};
157 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"};
158 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
159 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
160 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"};
161 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)"};
162 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)"};
163 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
165 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
166 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)"};
167 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
168 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)"};
169 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
170 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)"};
171 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)"};
172 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
173 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"};
174 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."};
175 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
176 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)"};
177 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)"};
178 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)"};
179 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)"};
180 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)"};
181 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)"};
182 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)"};
183 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)"};
185 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)"};
186 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
187 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"};
188 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
189 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
190 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
191 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"};
192 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"};
193 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)"};
195 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
196 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
197 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
198 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
200 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
201 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
203 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
204 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
205 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
206 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
207 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
208 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
210 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
211 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
212 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
213 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
214 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
215 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
217 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
218 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
219 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
221 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"};
223 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"};
225 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
227 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
229 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
230 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
231 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
234 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"};
236 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."};
238 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)"};
240 extern cvar_t v_glslgamma;
241 extern cvar_t v_glslgamma_2d;
243 extern qboolean v_flipped_state;
245 r_framebufferstate_t r_fb;
247 /// shadow volume bsp struct with automatically growing nodes buffer
250 rtexture_t *r_texture_blanknormalmap;
251 rtexture_t *r_texture_white;
252 rtexture_t *r_texture_grey128;
253 rtexture_t *r_texture_black;
254 rtexture_t *r_texture_notexture;
255 rtexture_t *r_texture_whitecube;
256 rtexture_t *r_texture_normalizationcube;
257 rtexture_t *r_texture_fogattenuation;
258 rtexture_t *r_texture_fogheighttexture;
259 rtexture_t *r_texture_gammaramps;
260 unsigned int r_texture_gammaramps_serial;
261 //rtexture_t *r_texture_fogintensity;
262 rtexture_t *r_texture_reflectcube;
264 // TODO: hash lookups?
265 typedef struct cubemapinfo_s
272 int r_texture_numcubemaps;
273 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
275 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
276 unsigned int r_numqueries;
277 unsigned int r_maxqueries;
279 typedef struct r_qwskincache_s
281 char name[MAX_QPATH];
282 skinframe_t *skinframe;
286 static r_qwskincache_t *r_qwskincache;
287 static int r_qwskincache_size;
289 /// vertex coordinates for a quad that covers the screen exactly
290 extern const float r_screenvertex3f[12];
291 extern const float r_d3dscreenvertex3f[12];
292 const float r_screenvertex3f[12] =
299 const float r_d3dscreenvertex3f[12] =
307 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
310 for (i = 0;i < verts;i++)
321 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
324 for (i = 0;i < verts;i++)
334 // FIXME: move this to client?
337 if (gamemode == GAME_NEHAHRA)
339 Cvar_Set("gl_fogenable", "0");
340 Cvar_Set("gl_fogdensity", "0.2");
341 Cvar_Set("gl_fogred", "0.3");
342 Cvar_Set("gl_foggreen", "0.3");
343 Cvar_Set("gl_fogblue", "0.3");
345 r_refdef.fog_density = 0;
346 r_refdef.fog_red = 0;
347 r_refdef.fog_green = 0;
348 r_refdef.fog_blue = 0;
349 r_refdef.fog_alpha = 1;
350 r_refdef.fog_start = 0;
351 r_refdef.fog_end = 16384;
352 r_refdef.fog_height = 1<<30;
353 r_refdef.fog_fadedepth = 128;
354 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
357 static void R_BuildBlankTextures(void)
359 unsigned char data[4];
360 data[2] = 128; // normal X
361 data[1] = 128; // normal Y
362 data[0] = 255; // normal Z
363 data[3] = 255; // height
364 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
369 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
374 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
379 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
382 static void R_BuildNoTexture(void)
385 unsigned char pix[16][16][4];
386 // this makes a light grey/dark grey checkerboard texture
387 for (y = 0;y < 16;y++)
389 for (x = 0;x < 16;x++)
391 if ((y < 8) ^ (x < 8))
407 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
410 static void R_BuildWhiteCube(void)
412 unsigned char data[6*1*1*4];
413 memset(data, 255, sizeof(data));
414 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
417 static void R_BuildNormalizationCube(void)
421 vec_t s, t, intensity;
424 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
425 for (side = 0;side < 6;side++)
427 for (y = 0;y < NORMSIZE;y++)
429 for (x = 0;x < NORMSIZE;x++)
431 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
432 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
467 intensity = 127.0f / sqrt(DotProduct(v, v));
468 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
469 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
470 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
471 data[((side*64+y)*64+x)*4+3] = 255;
475 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
479 static void R_BuildFogTexture(void)
483 unsigned char data1[FOGWIDTH][4];
484 //unsigned char data2[FOGWIDTH][4];
487 r_refdef.fogmasktable_start = r_refdef.fog_start;
488 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
489 r_refdef.fogmasktable_range = r_refdef.fogrange;
490 r_refdef.fogmasktable_density = r_refdef.fog_density;
492 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
493 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
495 d = (x * r - r_refdef.fogmasktable_start);
496 if(developer_extra.integer)
497 Con_DPrintf("%f ", d);
499 if (r_fog_exp2.integer)
500 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
502 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
503 if(developer_extra.integer)
504 Con_DPrintf(" : %f ", alpha);
505 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
506 if(developer_extra.integer)
507 Con_DPrintf(" = %f\n", alpha);
508 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
511 for (x = 0;x < FOGWIDTH;x++)
513 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
518 //data2[x][0] = 255 - b;
519 //data2[x][1] = 255 - b;
520 //data2[x][2] = 255 - b;
523 if (r_texture_fogattenuation)
525 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
526 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
530 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
531 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
535 static void R_BuildFogHeightTexture(void)
537 unsigned char *inpixels;
545 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
546 if (r_refdef.fogheighttexturename[0])
547 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
550 r_refdef.fog_height_tablesize = 0;
551 if (r_texture_fogheighttexture)
552 R_FreeTexture(r_texture_fogheighttexture);
553 r_texture_fogheighttexture = NULL;
554 if (r_refdef.fog_height_table2d)
555 Mem_Free(r_refdef.fog_height_table2d);
556 r_refdef.fog_height_table2d = NULL;
557 if (r_refdef.fog_height_table1d)
558 Mem_Free(r_refdef.fog_height_table1d);
559 r_refdef.fog_height_table1d = NULL;
563 r_refdef.fog_height_tablesize = size;
564 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
565 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
566 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
568 // LordHavoc: now the magic - what is that table2d for? it is a cooked
569 // average fog color table accounting for every fog layer between a point
570 // and the camera. (Note: attenuation is handled separately!)
571 for (y = 0;y < size;y++)
573 for (x = 0;x < size;x++)
579 for (j = x;j <= y;j++)
581 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
587 for (j = x;j >= y;j--)
589 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
594 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
595 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
596 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
597 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
600 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
603 //=======================================================================================================================================================
605 static const char *builtinshaderstrings[] =
607 #include "shader_glsl.h"
611 const char *builtinhlslshaderstrings[] =
613 #include "shader_hlsl.h"
617 char *glslshaderstring = NULL;
618 char *hlslshaderstring = NULL;
620 //=======================================================================================================================================================
622 typedef struct shaderpermutationinfo_s
627 shaderpermutationinfo_t;
629 typedef struct shadermodeinfo_s
631 const char *filename;
637 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
638 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
640 {"#define USEDIFFUSE\n", " diffuse"},
641 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
642 {"#define USEVIEWTINT\n", " viewtint"},
643 {"#define USECOLORMAPPING\n", " colormapping"},
644 {"#define USESATURATION\n", " saturation"},
645 {"#define USEFOGINSIDE\n", " foginside"},
646 {"#define USEFOGOUTSIDE\n", " fogoutside"},
647 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
648 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
649 {"#define USEGAMMARAMPS\n", " gammaramps"},
650 {"#define USECUBEFILTER\n", " cubefilter"},
651 {"#define USEGLOW\n", " glow"},
652 {"#define USEBLOOM\n", " bloom"},
653 {"#define USESPECULAR\n", " specular"},
654 {"#define USEPOSTPROCESSING\n", " postprocessing"},
655 {"#define USEREFLECTION\n", " reflection"},
656 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
657 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
658 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
659 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
660 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
661 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
662 {"#define USEALPHAKILL\n", " alphakill"},
663 {"#define USEREFLECTCUBE\n", " reflectcube"},
664 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
665 {"#define USEBOUNCEGRID\n", " bouncegrid"},
666 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
667 {"#define USETRIPPY\n", " trippy"},
668 {"#define USEDEPTHRGB\n", " depthrgb"},
669 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
670 {"#define USESKELETAL\n", " skeletal"}
673 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
674 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
676 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
677 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
678 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
679 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
680 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
681 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
682 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
683 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
684 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
685 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
686 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
687 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
688 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
689 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
690 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
691 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
692 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
695 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
697 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
698 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
699 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
700 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
701 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
702 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
703 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
704 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
705 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
706 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
707 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
708 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
709 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
710 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
711 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
712 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
713 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
716 struct r_glsl_permutation_s;
717 typedef struct r_glsl_permutation_s
720 struct r_glsl_permutation_s *hashnext;
722 unsigned int permutation;
724 /// indicates if we have tried compiling this permutation already
726 /// 0 if compilation failed
728 // texture units assigned to each detected uniform
729 int tex_Texture_First;
730 int tex_Texture_Second;
731 int tex_Texture_GammaRamps;
732 int tex_Texture_Normal;
733 int tex_Texture_Color;
734 int tex_Texture_Gloss;
735 int tex_Texture_Glow;
736 int tex_Texture_SecondaryNormal;
737 int tex_Texture_SecondaryColor;
738 int tex_Texture_SecondaryGloss;
739 int tex_Texture_SecondaryGlow;
740 int tex_Texture_Pants;
741 int tex_Texture_Shirt;
742 int tex_Texture_FogHeightTexture;
743 int tex_Texture_FogMask;
744 int tex_Texture_Lightmap;
745 int tex_Texture_Deluxemap;
746 int tex_Texture_Attenuation;
747 int tex_Texture_Cube;
748 int tex_Texture_Refraction;
749 int tex_Texture_Reflection;
750 int tex_Texture_ShadowMap2D;
751 int tex_Texture_CubeProjection;
752 int tex_Texture_ScreenNormalMap;
753 int tex_Texture_ScreenDiffuse;
754 int tex_Texture_ScreenSpecular;
755 int tex_Texture_ReflectMask;
756 int tex_Texture_ReflectCube;
757 int tex_Texture_BounceGrid;
758 /// locations of detected uniforms in program object, or -1 if not found
759 int loc_Texture_First;
760 int loc_Texture_Second;
761 int loc_Texture_GammaRamps;
762 int loc_Texture_Normal;
763 int loc_Texture_Color;
764 int loc_Texture_Gloss;
765 int loc_Texture_Glow;
766 int loc_Texture_SecondaryNormal;
767 int loc_Texture_SecondaryColor;
768 int loc_Texture_SecondaryGloss;
769 int loc_Texture_SecondaryGlow;
770 int loc_Texture_Pants;
771 int loc_Texture_Shirt;
772 int loc_Texture_FogHeightTexture;
773 int loc_Texture_FogMask;
774 int loc_Texture_Lightmap;
775 int loc_Texture_Deluxemap;
776 int loc_Texture_Attenuation;
777 int loc_Texture_Cube;
778 int loc_Texture_Refraction;
779 int loc_Texture_Reflection;
780 int loc_Texture_ShadowMap2D;
781 int loc_Texture_CubeProjection;
782 int loc_Texture_ScreenNormalMap;
783 int loc_Texture_ScreenDiffuse;
784 int loc_Texture_ScreenSpecular;
785 int loc_Texture_ReflectMask;
786 int loc_Texture_ReflectCube;
787 int loc_Texture_BounceGrid;
789 int loc_BloomBlur_Parameters;
791 int loc_Color_Ambient;
792 int loc_Color_Diffuse;
793 int loc_Color_Specular;
797 int loc_DeferredColor_Ambient;
798 int loc_DeferredColor_Diffuse;
799 int loc_DeferredColor_Specular;
800 int loc_DeferredMod_Diffuse;
801 int loc_DeferredMod_Specular;
802 int loc_DistortScaleRefractReflect;
805 int loc_FogHeightFade;
807 int loc_FogPlaneViewDist;
808 int loc_FogRangeRecip;
811 int loc_LightPosition;
812 int loc_OffsetMapping_ScaleSteps;
813 int loc_OffsetMapping_LodDistance;
814 int loc_OffsetMapping_Bias;
816 int loc_ReflectColor;
817 int loc_ReflectFactor;
818 int loc_ReflectOffset;
819 int loc_RefractColor;
821 int loc_ScreenCenterRefractReflect;
822 int loc_ScreenScaleRefractReflect;
823 int loc_ScreenToDepth;
824 int loc_ShadowMap_Parameters;
825 int loc_ShadowMap_TextureScale;
826 int loc_SpecularPower;
827 int loc_Skeletal_Transform12;
832 int loc_ViewTintColor;
834 int loc_ModelToLight;
836 int loc_BackgroundTexMatrix;
837 int loc_ModelViewProjectionMatrix;
838 int loc_ModelViewMatrix;
839 int loc_PixelToScreenTexCoord;
840 int loc_ModelToReflectCube;
841 int loc_ShadowMapMatrix;
842 int loc_BloomColorSubtract;
843 int loc_NormalmapScrollBlend;
844 int loc_BounceGridMatrix;
845 int loc_BounceGridIntensity;
847 r_glsl_permutation_t;
849 #define SHADERPERMUTATION_HASHSIZE 256
852 // non-degradable "lightweight" shader parameters to keep the permutations simpler
853 // these can NOT degrade! only use for simple stuff
856 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
857 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
858 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
859 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
860 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
861 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
862 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
863 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
864 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
865 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
866 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
867 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
868 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
870 #define SHADERSTATICPARMS_COUNT 13
872 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
873 static int shaderstaticparms_count = 0;
875 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
876 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
878 extern qboolean r_shadow_shadowmapsampler;
879 extern int r_shadow_shadowmappcf;
880 qboolean R_CompileShader_CheckStaticParms(void)
882 static int r_compileshader_staticparms_save[1];
883 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
884 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
887 if (r_glsl_saturation_redcompensate.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
889 if (r_glsl_vertextextureblend_usebothalphas.integer)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
891 if (r_shadow_glossexact.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
893 if (r_glsl_postprocess.integer)
895 if (r_glsl_postprocess_uservec1_enable.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
897 if (r_glsl_postprocess_uservec2_enable.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
899 if (r_glsl_postprocess_uservec3_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
901 if (r_glsl_postprocess_uservec4_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
904 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
907 if (r_shadow_shadowmapsampler)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
909 if (r_shadow_shadowmappcf > 1)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
911 else if (r_shadow_shadowmappcf)
912 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
913 if (r_celshading.integer)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
915 if (r_celoutlines.integer)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
918 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
921 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
922 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
923 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
925 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
926 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
928 shaderstaticparms_count = 0;
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
946 /// information about each possible shader permutation
947 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
948 /// currently selected permutation
949 r_glsl_permutation_t *r_glsl_permutation;
950 /// storage for permutations linked in the hash table
951 memexpandablearray_t r_glsl_permutationarray;
953 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
955 //unsigned int hashdepth = 0;
956 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
957 r_glsl_permutation_t *p;
958 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
960 if (p->mode == mode && p->permutation == permutation)
962 //if (hashdepth > 10)
963 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
968 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
970 p->permutation = permutation;
971 p->hashnext = r_glsl_permutationhash[mode][hashindex];
972 r_glsl_permutationhash[mode][hashindex] = p;
973 //if (hashdepth > 10)
974 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
978 static char *R_ShaderStrCat(const char **strings)
981 const char **p = strings;
984 for (p = strings;(t = *p);p++)
987 s = string = (char *)Mem_Alloc(r_main_mempool, len);
989 for (p = strings;(t = *p);p++)
999 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1002 if (!filename || !filename[0])
1004 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1005 if (!strcmp(filename, "glsl/default.glsl"))
1008 return R_ShaderStrCat(builtinshaderstrings);
1009 if (!glslshaderstring)
1011 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1012 if (glslshaderstring)
1013 Con_DPrintf("Loading shaders from file %s...\n", filename);
1015 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1017 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1018 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1019 return shaderstring;
1021 if (!strcmp(filename, "hlsl/default.hlsl"))
1024 return R_ShaderStrCat(builtinhlslshaderstrings);
1025 if (!hlslshaderstring)
1027 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1028 if (hlslshaderstring)
1029 Con_DPrintf("Loading shaders from file %s...\n", filename);
1031 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1033 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1034 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1035 return shaderstring;
1037 // we don't have builtin strings for any other files
1040 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1043 if (printfromdisknotice)
1044 Con_DPrintf("from disk %s... ", filename);
1045 return shaderstring;
1047 return shaderstring;
1050 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1054 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1056 char permutationname[256];
1057 int vertstrings_count = 0;
1058 int geomstrings_count = 0;
1059 int fragstrings_count = 0;
1060 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1061 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1062 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1069 permutationname[0] = 0;
1070 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1072 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1074 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1075 if(vid.support.gl20shaders130)
1077 vertstrings_list[vertstrings_count++] = "#version 130\n";
1078 geomstrings_list[geomstrings_count++] = "#version 130\n";
1079 fragstrings_list[fragstrings_count++] = "#version 130\n";
1080 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1081 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1082 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1085 // the first pretext is which type of shader to compile as
1086 // (later these will all be bound together as a program object)
1087 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1088 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1089 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1091 // the second pretext is the mode (for example a light source)
1092 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1093 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1094 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1095 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1097 // now add all the permutation pretexts
1098 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1100 if (permutation & (1<<i))
1102 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1103 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1104 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1105 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1109 // keep line numbers correct
1110 vertstrings_list[vertstrings_count++] = "\n";
1111 geomstrings_list[geomstrings_count++] = "\n";
1112 fragstrings_list[fragstrings_count++] = "\n";
1117 R_CompileShader_AddStaticParms(mode, permutation);
1118 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1119 vertstrings_count += shaderstaticparms_count;
1120 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1121 geomstrings_count += shaderstaticparms_count;
1122 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1123 fragstrings_count += shaderstaticparms_count;
1125 // now append the shader text itself
1126 vertstrings_list[vertstrings_count++] = sourcestring;
1127 geomstrings_list[geomstrings_count++] = sourcestring;
1128 fragstrings_list[fragstrings_count++] = sourcestring;
1130 // compile the shader program
1131 if (vertstrings_count + geomstrings_count + fragstrings_count)
1132 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1136 qglUseProgram(p->program);CHECKGLERROR
1137 // look up all the uniform variable names we care about, so we don't
1138 // have to look them up every time we set them
1140 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1141 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1142 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1143 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1144 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1145 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1146 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1147 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1148 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1149 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1150 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1151 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1152 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1153 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1154 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1155 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1156 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1157 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1158 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1159 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1160 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1161 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1162 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1163 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1164 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1165 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1166 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1167 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1168 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1169 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1170 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1171 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1172 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1173 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1174 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1175 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1176 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1177 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1178 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1179 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1180 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1181 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1182 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1183 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1184 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1185 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1186 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1187 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1188 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1189 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1190 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1191 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1192 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1193 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1194 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1195 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1196 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1197 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1198 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1199 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1200 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1201 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1202 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1203 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1204 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1205 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1206 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1207 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1208 p->loc_Skeletal_Transform12 = qglGetUniformLocation(p->program, "Skeletal_Transform12");
1209 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1210 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1211 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1212 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1213 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1214 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1215 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1216 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1217 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1218 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1219 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1220 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1221 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1222 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1223 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1224 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1225 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1226 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1227 // initialize the samplers to refer to the texture units we use
1228 p->tex_Texture_First = -1;
1229 p->tex_Texture_Second = -1;
1230 p->tex_Texture_GammaRamps = -1;
1231 p->tex_Texture_Normal = -1;
1232 p->tex_Texture_Color = -1;
1233 p->tex_Texture_Gloss = -1;
1234 p->tex_Texture_Glow = -1;
1235 p->tex_Texture_SecondaryNormal = -1;
1236 p->tex_Texture_SecondaryColor = -1;
1237 p->tex_Texture_SecondaryGloss = -1;
1238 p->tex_Texture_SecondaryGlow = -1;
1239 p->tex_Texture_Pants = -1;
1240 p->tex_Texture_Shirt = -1;
1241 p->tex_Texture_FogHeightTexture = -1;
1242 p->tex_Texture_FogMask = -1;
1243 p->tex_Texture_Lightmap = -1;
1244 p->tex_Texture_Deluxemap = -1;
1245 p->tex_Texture_Attenuation = -1;
1246 p->tex_Texture_Cube = -1;
1247 p->tex_Texture_Refraction = -1;
1248 p->tex_Texture_Reflection = -1;
1249 p->tex_Texture_ShadowMap2D = -1;
1250 p->tex_Texture_CubeProjection = -1;
1251 p->tex_Texture_ScreenNormalMap = -1;
1252 p->tex_Texture_ScreenDiffuse = -1;
1253 p->tex_Texture_ScreenSpecular = -1;
1254 p->tex_Texture_ReflectMask = -1;
1255 p->tex_Texture_ReflectCube = -1;
1256 p->tex_Texture_BounceGrid = -1;
1258 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1259 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1260 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1261 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1262 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1263 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1264 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1265 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1266 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1267 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1268 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1269 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1270 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1271 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1272 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1273 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1274 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1275 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1276 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1277 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1278 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1279 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1280 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1281 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1282 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1283 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1284 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1285 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1286 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1288 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1291 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1295 Mem_Free(sourcestring);
1298 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1300 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1301 if (r_glsl_permutation != perm)
1303 r_glsl_permutation = perm;
1304 if (!r_glsl_permutation->program)
1306 if (!r_glsl_permutation->compiled)
1307 R_GLSL_CompilePermutation(perm, mode, permutation);
1308 if (!r_glsl_permutation->program)
1310 // remove features until we find a valid permutation
1312 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1314 // reduce i more quickly whenever it would not remove any bits
1315 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1316 if (!(permutation & j))
1319 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1320 if (!r_glsl_permutation->compiled)
1321 R_GLSL_CompilePermutation(perm, mode, permutation);
1322 if (r_glsl_permutation->program)
1325 if (i >= SHADERPERMUTATION_COUNT)
1327 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1328 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1329 qglUseProgram(0);CHECKGLERROR
1330 return; // no bit left to clear, entire mode is broken
1335 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1337 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1338 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1339 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1346 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1347 extern D3DCAPS9 vid_d3d9caps;
1350 struct r_hlsl_permutation_s;
1351 typedef struct r_hlsl_permutation_s
1353 /// hash lookup data
1354 struct r_hlsl_permutation_s *hashnext;
1356 unsigned int permutation;
1358 /// indicates if we have tried compiling this permutation already
1360 /// NULL if compilation failed
1361 IDirect3DVertexShader9 *vertexshader;
1362 IDirect3DPixelShader9 *pixelshader;
1364 r_hlsl_permutation_t;
1366 typedef enum D3DVSREGISTER_e
1368 D3DVSREGISTER_TexMatrix = 0, // float4x4
1369 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1370 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1371 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1372 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1373 D3DVSREGISTER_ModelToLight = 20, // float4x4
1374 D3DVSREGISTER_EyePosition = 24,
1375 D3DVSREGISTER_FogPlane = 25,
1376 D3DVSREGISTER_LightDir = 26,
1377 D3DVSREGISTER_LightPosition = 27,
1381 typedef enum D3DPSREGISTER_e
1383 D3DPSREGISTER_Alpha = 0,
1384 D3DPSREGISTER_BloomBlur_Parameters = 1,
1385 D3DPSREGISTER_ClientTime = 2,
1386 D3DPSREGISTER_Color_Ambient = 3,
1387 D3DPSREGISTER_Color_Diffuse = 4,
1388 D3DPSREGISTER_Color_Specular = 5,
1389 D3DPSREGISTER_Color_Glow = 6,
1390 D3DPSREGISTER_Color_Pants = 7,
1391 D3DPSREGISTER_Color_Shirt = 8,
1392 D3DPSREGISTER_DeferredColor_Ambient = 9,
1393 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1394 D3DPSREGISTER_DeferredColor_Specular = 11,
1395 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1396 D3DPSREGISTER_DeferredMod_Specular = 13,
1397 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1398 D3DPSREGISTER_EyePosition = 15, // unused
1399 D3DPSREGISTER_FogColor = 16,
1400 D3DPSREGISTER_FogHeightFade = 17,
1401 D3DPSREGISTER_FogPlane = 18,
1402 D3DPSREGISTER_FogPlaneViewDist = 19,
1403 D3DPSREGISTER_FogRangeRecip = 20,
1404 D3DPSREGISTER_LightColor = 21,
1405 D3DPSREGISTER_LightDir = 22, // unused
1406 D3DPSREGISTER_LightPosition = 23,
1407 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1408 D3DPSREGISTER_PixelSize = 25,
1409 D3DPSREGISTER_ReflectColor = 26,
1410 D3DPSREGISTER_ReflectFactor = 27,
1411 D3DPSREGISTER_ReflectOffset = 28,
1412 D3DPSREGISTER_RefractColor = 29,
1413 D3DPSREGISTER_Saturation = 30,
1414 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1415 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1416 D3DPSREGISTER_ScreenToDepth = 33,
1417 D3DPSREGISTER_ShadowMap_Parameters = 34,
1418 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1419 D3DPSREGISTER_SpecularPower = 36,
1420 D3DPSREGISTER_UserVec1 = 37,
1421 D3DPSREGISTER_UserVec2 = 38,
1422 D3DPSREGISTER_UserVec3 = 39,
1423 D3DPSREGISTER_UserVec4 = 40,
1424 D3DPSREGISTER_ViewTintColor = 41,
1425 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1426 D3DPSREGISTER_BloomColorSubtract = 43,
1427 D3DPSREGISTER_ViewToLight = 44, // float4x4
1428 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1429 D3DPSREGISTER_NormalmapScrollBlend = 52,
1430 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1431 D3DPSREGISTER_OffsetMapping_Bias = 54,
1436 /// information about each possible shader permutation
1437 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1438 /// currently selected permutation
1439 r_hlsl_permutation_t *r_hlsl_permutation;
1440 /// storage for permutations linked in the hash table
1441 memexpandablearray_t r_hlsl_permutationarray;
1443 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1445 //unsigned int hashdepth = 0;
1446 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1447 r_hlsl_permutation_t *p;
1448 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1450 if (p->mode == mode && p->permutation == permutation)
1452 //if (hashdepth > 10)
1453 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1458 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1460 p->permutation = permutation;
1461 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1462 r_hlsl_permutationhash[mode][hashindex] = p;
1463 //if (hashdepth > 10)
1464 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1469 //#include <d3dx9shader.h>
1470 //#include <d3dx9mesh.h>
1472 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1474 DWORD *vsbin = NULL;
1475 DWORD *psbin = NULL;
1476 fs_offset_t vsbinsize;
1477 fs_offset_t psbinsize;
1478 // IDirect3DVertexShader9 *vs = NULL;
1479 // IDirect3DPixelShader9 *ps = NULL;
1480 ID3DXBuffer *vslog = NULL;
1481 ID3DXBuffer *vsbuffer = NULL;
1482 ID3DXConstantTable *vsconstanttable = NULL;
1483 ID3DXBuffer *pslog = NULL;
1484 ID3DXBuffer *psbuffer = NULL;
1485 ID3DXConstantTable *psconstanttable = NULL;
1488 char temp[MAX_INPUTLINE];
1489 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1491 qboolean debugshader = gl_paranoid.integer != 0;
1492 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1493 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1496 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1497 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1499 if ((!vsbin && vertstring) || (!psbin && fragstring))
1501 const char* dllnames_d3dx9 [] =
1525 dllhandle_t d3dx9_dll = NULL;
1526 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1527 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1528 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1529 dllfunction_t d3dx9_dllfuncs[] =
1531 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1532 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1533 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1536 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1538 DWORD shaderflags = 0;
1540 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1541 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1542 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1543 if (vertstring && vertstring[0])
1547 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1548 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1551 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1554 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1555 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1556 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1557 ID3DXBuffer_Release(vsbuffer);
1561 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1562 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1563 ID3DXBuffer_Release(vslog);
1566 if (fragstring && fragstring[0])
1570 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1571 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1574 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1577 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1578 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1579 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1580 ID3DXBuffer_Release(psbuffer);
1584 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1585 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1586 ID3DXBuffer_Release(pslog);
1589 Sys_UnloadLibrary(&d3dx9_dll);
1592 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1596 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1597 if (FAILED(vsresult))
1598 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1599 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1600 if (FAILED(psresult))
1601 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1603 // free the shader data
1604 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1605 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1608 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1611 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1612 int vertstring_length = 0;
1613 int geomstring_length = 0;
1614 int fragstring_length = 0;
1617 char *vertstring, *geomstring, *fragstring;
1618 char permutationname[256];
1619 char cachename[256];
1620 int vertstrings_count = 0;
1621 int geomstrings_count = 0;
1622 int fragstrings_count = 0;
1623 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1624 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1625 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1630 p->vertexshader = NULL;
1631 p->pixelshader = NULL;
1633 permutationname[0] = 0;
1635 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1637 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1638 strlcat(cachename, "hlsl/", sizeof(cachename));
1640 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1641 vertstrings_count = 0;
1642 geomstrings_count = 0;
1643 fragstrings_count = 0;
1644 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1645 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1646 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1648 // the first pretext is which type of shader to compile as
1649 // (later these will all be bound together as a program object)
1650 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1651 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1652 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1654 // the second pretext is the mode (for example a light source)
1655 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1656 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1657 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1658 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1659 strlcat(cachename, modeinfo->name, sizeof(cachename));
1661 // now add all the permutation pretexts
1662 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1664 if (permutation & (1<<i))
1666 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1667 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1668 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1669 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1670 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1674 // keep line numbers correct
1675 vertstrings_list[vertstrings_count++] = "\n";
1676 geomstrings_list[geomstrings_count++] = "\n";
1677 fragstrings_list[fragstrings_count++] = "\n";
1682 R_CompileShader_AddStaticParms(mode, permutation);
1683 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684 vertstrings_count += shaderstaticparms_count;
1685 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1686 geomstrings_count += shaderstaticparms_count;
1687 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1688 fragstrings_count += shaderstaticparms_count;
1690 // replace spaces in the cachename with _ characters
1691 for (i = 0;cachename[i];i++)
1692 if (cachename[i] == ' ')
1695 // now append the shader text itself
1696 vertstrings_list[vertstrings_count++] = sourcestring;
1697 geomstrings_list[geomstrings_count++] = sourcestring;
1698 fragstrings_list[fragstrings_count++] = sourcestring;
1700 vertstring_length = 0;
1701 for (i = 0;i < vertstrings_count;i++)
1702 vertstring_length += strlen(vertstrings_list[i]);
1703 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1704 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1705 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1707 geomstring_length = 0;
1708 for (i = 0;i < geomstrings_count;i++)
1709 geomstring_length += strlen(geomstrings_list[i]);
1710 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1711 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1712 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1714 fragstring_length = 0;
1715 for (i = 0;i < fragstrings_count;i++)
1716 fragstring_length += strlen(fragstrings_list[i]);
1717 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1718 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1719 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1721 // try to load the cached shader, or generate one
1722 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1724 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1725 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1727 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1731 Mem_Free(vertstring);
1733 Mem_Free(geomstring);
1735 Mem_Free(fragstring);
1737 Mem_Free(sourcestring);
1740 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1741 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1742 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);}
1743 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);}
1744 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);}
1745 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);}
1747 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1748 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1749 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);}
1750 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);}
1751 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);}
1752 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);}
1754 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1756 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1757 if (r_hlsl_permutation != perm)
1759 r_hlsl_permutation = perm;
1760 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1762 if (!r_hlsl_permutation->compiled)
1763 R_HLSL_CompilePermutation(perm, mode, permutation);
1764 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1766 // remove features until we find a valid permutation
1768 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1770 // reduce i more quickly whenever it would not remove any bits
1771 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1772 if (!(permutation & j))
1775 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1776 if (!r_hlsl_permutation->compiled)
1777 R_HLSL_CompilePermutation(perm, mode, permutation);
1778 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1781 if (i >= SHADERPERMUTATION_COUNT)
1783 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1784 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1785 return; // no bit left to clear, entire mode is broken
1789 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1790 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1792 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1793 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1794 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1798 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1800 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1801 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1802 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1803 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1806 void R_GLSL_Restart_f(void)
1808 unsigned int i, limit;
1809 if (glslshaderstring)
1810 Mem_Free(glslshaderstring);
1811 glslshaderstring = NULL;
1812 if (hlslshaderstring)
1813 Mem_Free(hlslshaderstring);
1814 hlslshaderstring = NULL;
1815 switch(vid.renderpath)
1817 case RENDERPATH_D3D9:
1820 r_hlsl_permutation_t *p;
1821 r_hlsl_permutation = NULL;
1822 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1823 for (i = 0;i < limit;i++)
1825 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1827 if (p->vertexshader)
1828 IDirect3DVertexShader9_Release(p->vertexshader);
1830 IDirect3DPixelShader9_Release(p->pixelshader);
1831 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1834 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1838 case RENDERPATH_D3D10:
1839 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1841 case RENDERPATH_D3D11:
1842 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1844 case RENDERPATH_GL20:
1845 case RENDERPATH_GLES2:
1847 r_glsl_permutation_t *p;
1848 r_glsl_permutation = NULL;
1849 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1850 for (i = 0;i < limit;i++)
1852 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1854 GL_Backend_FreeProgram(p->program);
1855 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1858 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1861 case RENDERPATH_GL11:
1862 case RENDERPATH_GL13:
1863 case RENDERPATH_GLES1:
1865 case RENDERPATH_SOFT:
1870 static void R_GLSL_DumpShader_f(void)
1872 int i, language, mode, dupe;
1874 shadermodeinfo_t *modeinfo;
1877 for (language = 0;language < 2;language++)
1879 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1880 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1882 // don't dump the same file multiple times (most or all shaders come from the same file)
1883 for (dupe = mode - 1;dupe >= 0;dupe--)
1884 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1888 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1891 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1894 FS_Print(file, "/* The engine may define the following macros:\n");
1895 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1896 for (i = 0;i < SHADERMODE_COUNT;i++)
1897 FS_Print(file, modeinfo[i].pretext);
1898 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1899 FS_Print(file, shaderpermutationinfo[i].pretext);
1900 FS_Print(file, "*/\n");
1901 FS_Print(file, text);
1903 Con_Printf("%s written\n", modeinfo[mode].filename);
1906 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1912 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1914 unsigned int permutation = 0;
1915 if (r_trippy.integer && !notrippy)
1916 permutation |= SHADERPERMUTATION_TRIPPY;
1917 permutation |= SHADERPERMUTATION_VIEWTINT;
1919 permutation |= SHADERPERMUTATION_DIFFUSE;
1921 permutation |= SHADERPERMUTATION_SPECULAR;
1922 if (texturemode == GL_MODULATE)
1923 permutation |= SHADERPERMUTATION_COLORMAPPING;
1924 else if (texturemode == GL_ADD)
1925 permutation |= SHADERPERMUTATION_GLOW;
1926 else if (texturemode == GL_DECAL)
1927 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1928 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1929 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1930 if (suppresstexalpha)
1931 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1933 texturemode = GL_MODULATE;
1934 if (vid.allowalphatocoverage)
1935 GL_AlphaToCoverage(false);
1936 switch (vid.renderpath)
1938 case RENDERPATH_D3D9:
1940 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1941 R_Mesh_TexBind(GL20TU_FIRST , first );
1942 R_Mesh_TexBind(GL20TU_SECOND, second);
1943 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1944 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1947 case RENDERPATH_D3D10:
1948 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1950 case RENDERPATH_D3D11:
1951 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1953 case RENDERPATH_GL20:
1954 case RENDERPATH_GLES2:
1955 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1956 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1957 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1958 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1959 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1961 case RENDERPATH_GL13:
1962 case RENDERPATH_GLES1:
1963 R_Mesh_TexBind(0, first );
1964 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1965 R_Mesh_TexBind(1, second);
1967 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1969 case RENDERPATH_GL11:
1970 R_Mesh_TexBind(0, first );
1972 case RENDERPATH_SOFT:
1973 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1974 R_Mesh_TexBind(GL20TU_FIRST , first );
1975 R_Mesh_TexBind(GL20TU_SECOND, second);
1980 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1982 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1985 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1987 unsigned int permutation = 0;
1988 if (r_trippy.integer && !notrippy)
1989 permutation |= SHADERPERMUTATION_TRIPPY;
1991 permutation |= SHADERPERMUTATION_DEPTHRGB;
1993 permutation |= SHADERPERMUTATION_SKELETAL;
1995 if (vid.allowalphatocoverage)
1996 GL_AlphaToCoverage(false);
1997 switch (vid.renderpath)
1999 case RENDERPATH_D3D9:
2001 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2004 case RENDERPATH_D3D10:
2005 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2007 case RENDERPATH_D3D11:
2008 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2010 case RENDERPATH_GL20:
2011 case RENDERPATH_GLES2:
2012 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2014 case RENDERPATH_GL13:
2015 case RENDERPATH_GLES1:
2016 R_Mesh_TexBind(0, 0);
2017 R_Mesh_TexBind(1, 0);
2019 case RENDERPATH_GL11:
2020 R_Mesh_TexBind(0, 0);
2022 case RENDERPATH_SOFT:
2023 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2028 extern qboolean r_shadow_usingdeferredprepass;
2029 extern rtexture_t *r_shadow_attenuationgradienttexture;
2030 extern rtexture_t *r_shadow_attenuation2dtexture;
2031 extern rtexture_t *r_shadow_attenuation3dtexture;
2032 extern qboolean r_shadow_usingshadowmap2d;
2033 extern qboolean r_shadow_usingshadowmaportho;
2034 extern float r_shadow_shadowmap_texturescale[2];
2035 extern float r_shadow_shadowmap_parameters[4];
2036 extern qboolean r_shadow_shadowmapvsdct;
2037 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2038 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2039 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2040 extern matrix4x4_t r_shadow_shadowmapmatrix;
2041 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2042 extern int r_shadow_prepass_width;
2043 extern int r_shadow_prepass_height;
2044 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2045 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2046 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2047 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2049 #define BLENDFUNC_ALLOWS_COLORMOD 1
2050 #define BLENDFUNC_ALLOWS_FOG 2
2051 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2052 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2053 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2054 static int R_BlendFuncFlags(int src, int dst)
2058 // a blendfunc allows colormod if:
2059 // a) it can never keep the destination pixel invariant, or
2060 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2061 // this is to prevent unintended side effects from colormod
2063 // a blendfunc allows fog if:
2064 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2065 // this is to prevent unintended side effects from fog
2067 // these checks are the output of fogeval.pl
2069 r |= BLENDFUNC_ALLOWS_COLORMOD;
2070 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2071 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2072 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2073 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2074 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2075 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2076 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2077 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2078 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2079 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2080 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2081 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2082 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2083 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2084 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2085 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2086 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2087 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2088 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2089 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2090 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2095 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)
2097 // select a permutation of the lighting shader appropriate to this
2098 // combination of texture, entity, light source, and fogging, only use the
2099 // minimum features necessary to avoid wasting rendering time in the
2100 // fragment shader on features that are not being used
2101 unsigned int permutation = 0;
2102 unsigned int mode = 0;
2104 static float dummy_colormod[3] = {1, 1, 1};
2105 float *colormod = rsurface.colormod;
2107 matrix4x4_t tempmatrix;
2108 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2109 if (r_trippy.integer && !notrippy)
2110 permutation |= SHADERPERMUTATION_TRIPPY;
2111 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2112 permutation |= SHADERPERMUTATION_ALPHAKILL;
2113 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2114 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2115 if (rsurfacepass == RSURFPASS_BACKGROUND)
2117 // distorted background
2118 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2120 mode = SHADERMODE_WATER;
2121 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2122 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2123 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2125 // this is the right thing to do for wateralpha
2126 GL_BlendFunc(GL_ONE, GL_ZERO);
2127 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2131 // this is the right thing to do for entity alpha
2132 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2133 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2136 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2138 mode = SHADERMODE_REFRACTION;
2139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2140 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2141 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2142 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146 mode = SHADERMODE_GENERIC;
2147 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2148 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2149 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2151 if (vid.allowalphatocoverage)
2152 GL_AlphaToCoverage(false);
2154 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2156 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2158 switch(rsurface.texture->offsetmapping)
2160 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2161 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2162 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2163 case OFFSETMAPPING_OFF: break;
2166 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2167 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2168 // normalmap (deferred prepass), may use alpha test on diffuse
2169 mode = SHADERMODE_DEFERREDGEOMETRY;
2170 GL_BlendFunc(GL_ONE, GL_ZERO);
2171 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2172 if (vid.allowalphatocoverage)
2173 GL_AlphaToCoverage(false);
2175 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2177 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2179 switch(rsurface.texture->offsetmapping)
2181 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2182 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2183 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2184 case OFFSETMAPPING_OFF: break;
2187 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2188 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2189 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2190 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2192 mode = SHADERMODE_LIGHTSOURCE;
2193 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2194 permutation |= SHADERPERMUTATION_CUBEFILTER;
2195 if (diffusescale > 0)
2196 permutation |= SHADERPERMUTATION_DIFFUSE;
2197 if (specularscale > 0)
2198 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2199 if (r_refdef.fogenabled)
2200 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2201 if (rsurface.texture->colormapping)
2202 permutation |= SHADERPERMUTATION_COLORMAPPING;
2203 if (r_shadow_usingshadowmap2d)
2205 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2206 if(r_shadow_shadowmapvsdct)
2207 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2209 if (r_shadow_shadowmap2ddepthbuffer)
2210 permutation |= SHADERPERMUTATION_DEPTHRGB;
2212 if (rsurface.texture->reflectmasktexture)
2213 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2214 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2215 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2216 if (vid.allowalphatocoverage)
2217 GL_AlphaToCoverage(false);
2219 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2221 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2223 switch(rsurface.texture->offsetmapping)
2225 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2226 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2227 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2228 case OFFSETMAPPING_OFF: break;
2231 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2232 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2233 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2234 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2235 // unshaded geometry (fullbright or ambient model lighting)
2236 mode = SHADERMODE_FLATCOLOR;
2237 ambientscale = diffusescale = specularscale = 0;
2238 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2239 permutation |= SHADERPERMUTATION_GLOW;
2240 if (r_refdef.fogenabled)
2241 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2242 if (rsurface.texture->colormapping)
2243 permutation |= SHADERPERMUTATION_COLORMAPPING;
2244 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2246 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2247 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2249 if (r_shadow_shadowmap2ddepthbuffer)
2250 permutation |= SHADERPERMUTATION_DEPTHRGB;
2252 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2253 permutation |= SHADERPERMUTATION_REFLECTION;
2254 if (rsurface.texture->reflectmasktexture)
2255 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2256 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2257 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2258 // when using alphatocoverage, we don't need alphakill
2259 if (vid.allowalphatocoverage)
2261 if (r_transparent_alphatocoverage.integer)
2263 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2264 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2267 GL_AlphaToCoverage(false);
2270 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2272 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2274 switch(rsurface.texture->offsetmapping)
2276 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2277 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2278 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2279 case OFFSETMAPPING_OFF: break;
2282 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2283 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2284 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2285 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2286 // directional model lighting
2287 mode = SHADERMODE_LIGHTDIRECTION;
2288 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2289 permutation |= SHADERPERMUTATION_GLOW;
2290 permutation |= SHADERPERMUTATION_DIFFUSE;
2291 if (specularscale > 0)
2292 permutation |= SHADERPERMUTATION_SPECULAR;
2293 if (r_refdef.fogenabled)
2294 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2295 if (rsurface.texture->colormapping)
2296 permutation |= SHADERPERMUTATION_COLORMAPPING;
2297 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2299 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2300 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2302 if (r_shadow_shadowmap2ddepthbuffer)
2303 permutation |= SHADERPERMUTATION_DEPTHRGB;
2305 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2306 permutation |= SHADERPERMUTATION_REFLECTION;
2307 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2308 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2309 if (rsurface.texture->reflectmasktexture)
2310 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2311 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2313 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2314 if (r_shadow_bouncegriddirectional)
2315 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2317 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2318 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2319 // when using alphatocoverage, we don't need alphakill
2320 if (vid.allowalphatocoverage)
2322 if (r_transparent_alphatocoverage.integer)
2324 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2325 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2328 GL_AlphaToCoverage(false);
2331 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2333 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2335 switch(rsurface.texture->offsetmapping)
2337 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2338 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2339 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2340 case OFFSETMAPPING_OFF: break;
2343 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2344 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2345 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2346 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2347 // ambient model lighting
2348 mode = SHADERMODE_LIGHTDIRECTION;
2349 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2350 permutation |= SHADERPERMUTATION_GLOW;
2351 if (r_refdef.fogenabled)
2352 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2353 if (rsurface.texture->colormapping)
2354 permutation |= SHADERPERMUTATION_COLORMAPPING;
2355 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2357 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2358 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2360 if (r_shadow_shadowmap2ddepthbuffer)
2361 permutation |= SHADERPERMUTATION_DEPTHRGB;
2363 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2364 permutation |= SHADERPERMUTATION_REFLECTION;
2365 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2366 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2367 if (rsurface.texture->reflectmasktexture)
2368 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2369 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2371 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2372 if (r_shadow_bouncegriddirectional)
2373 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2375 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2376 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2377 // when using alphatocoverage, we don't need alphakill
2378 if (vid.allowalphatocoverage)
2380 if (r_transparent_alphatocoverage.integer)
2382 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2383 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2386 GL_AlphaToCoverage(false);
2391 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2393 switch(rsurface.texture->offsetmapping)
2395 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2396 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2397 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2398 case OFFSETMAPPING_OFF: break;
2401 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2402 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2403 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2404 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2406 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2407 permutation |= SHADERPERMUTATION_GLOW;
2408 if (r_refdef.fogenabled)
2409 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2410 if (rsurface.texture->colormapping)
2411 permutation |= SHADERPERMUTATION_COLORMAPPING;
2412 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2414 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2415 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2417 if (r_shadow_shadowmap2ddepthbuffer)
2418 permutation |= SHADERPERMUTATION_DEPTHRGB;
2420 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2421 permutation |= SHADERPERMUTATION_REFLECTION;
2422 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2423 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2424 if (rsurface.texture->reflectmasktexture)
2425 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2426 if (FAKELIGHT_ENABLED)
2428 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2429 mode = SHADERMODE_FAKELIGHT;
2430 permutation |= SHADERPERMUTATION_DIFFUSE;
2431 if (specularscale > 0)
2432 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2434 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2436 // deluxemapping (light direction texture)
2437 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2438 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2440 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2441 permutation |= SHADERPERMUTATION_DIFFUSE;
2442 if (specularscale > 0)
2443 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2445 else if (r_glsl_deluxemapping.integer >= 2)
2447 // fake deluxemapping (uniform light direction in tangentspace)
2448 if (rsurface.uselightmaptexture)
2449 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2451 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2452 permutation |= SHADERPERMUTATION_DIFFUSE;
2453 if (specularscale > 0)
2454 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2456 else if (rsurface.uselightmaptexture)
2458 // ordinary lightmapping (q1bsp, q3bsp)
2459 mode = SHADERMODE_LIGHTMAP;
2463 // ordinary vertex coloring (q3bsp)
2464 mode = SHADERMODE_VERTEXCOLOR;
2466 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2468 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2469 if (r_shadow_bouncegriddirectional)
2470 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2472 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2473 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2474 // when using alphatocoverage, we don't need alphakill
2475 if (vid.allowalphatocoverage)
2477 if (r_transparent_alphatocoverage.integer)
2479 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2480 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2483 GL_AlphaToCoverage(false);
2486 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2487 colormod = dummy_colormod;
2488 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2489 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2490 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2491 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2492 switch(vid.renderpath)
2494 case RENDERPATH_D3D9:
2496 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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2497 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2498 R_SetupShader_SetPermutationHLSL(mode, permutation);
2499 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2500 if (mode == SHADERMODE_LIGHTSOURCE)
2502 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2503 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2507 if (mode == SHADERMODE_LIGHTDIRECTION)
2509 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2512 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2513 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2514 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2515 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2516 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2518 if (mode == SHADERMODE_LIGHTSOURCE)
2520 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2521 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2522 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2523 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2524 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2526 // additive passes are only darkened by fog, not tinted
2527 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2528 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2532 if (mode == SHADERMODE_FLATCOLOR)
2534 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2536 else if (mode == SHADERMODE_LIGHTDIRECTION)
2538 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]);
2539 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2540 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);
2541 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2542 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2543 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2544 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2548 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2549 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2550 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);
2551 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2552 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2554 // additive passes are only darkened by fog, not tinted
2555 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2556 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2558 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2559 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);
2560 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2561 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2562 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2563 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2564 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2565 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2566 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2567 if (mode == SHADERMODE_WATER)
2568 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2570 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2571 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2572 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2573 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));
2574 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2575 if (rsurface.texture->pantstexture)
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2579 if (rsurface.texture->shirttexture)
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2582 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2583 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2584 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2585 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2586 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2587 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2588 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2589 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2590 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2591 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2593 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2594 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2595 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2596 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2598 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2599 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2600 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2601 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2602 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2603 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2604 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2605 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2606 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2607 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2608 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2609 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2610 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2611 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2612 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2613 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2614 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2615 if (rsurfacepass == RSURFPASS_BACKGROUND)
2617 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2618 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2619 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2623 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2625 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2626 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2627 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2628 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2630 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2631 if (rsurface.rtlight)
2633 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2634 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2639 case RENDERPATH_D3D10:
2640 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2642 case RENDERPATH_D3D11:
2643 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2645 case RENDERPATH_GL20:
2646 case RENDERPATH_GLES2:
2647 if (!vid.useinterleavedarrays)
2649 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2650 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2651 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2652 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2653 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2654 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2655 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2656 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2657 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2658 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2659 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2663 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) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2664 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2666 // this has to be after RSurf_PrepareVerticesForBatch
2667 if (rsurface.batchskeletaltransform3x4)
2668 permutation |= SHADERPERMUTATION_SKELETAL;
2669 R_SetupShader_SetPermutationGLSL(mode, permutation);
2670 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2671 if (mode == SHADERMODE_LIGHTSOURCE)
2673 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2674 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2675 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2676 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2677 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2678 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);
2680 // additive passes are only darkened by fog, not tinted
2681 if (r_glsl_permutation->loc_FogColor >= 0)
2682 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2683 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);
2687 if (mode == SHADERMODE_FLATCOLOR)
2689 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2691 else if (mode == SHADERMODE_LIGHTDIRECTION)
2693 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]);
2694 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]);
2695 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);
2696 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2697 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2698 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]);
2699 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]);
2703 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]);
2704 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]);
2705 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);
2706 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2707 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2709 // additive passes are only darkened by fog, not tinted
2710 if (r_glsl_permutation->loc_FogColor >= 0)
2712 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2713 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2715 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2717 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);
2718 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]);
2719 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]);
2720 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]);
2721 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]);
2722 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2723 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2724 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);
2725 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]);
2727 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2728 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2729 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2730 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]);
2731 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]);
2733 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2734 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));
2735 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2736 if (r_glsl_permutation->loc_Color_Pants >= 0)
2738 if (rsurface.texture->pantstexture)
2739 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2741 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2743 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2745 if (rsurface.texture->shirttexture)
2746 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2748 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2750 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]);
2751 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2752 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2753 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2754 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2755 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2756 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2757 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2758 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2760 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);
2761 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2762 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]);
2763 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2764 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);}
2765 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2767 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2768 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2769 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2770 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2771 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2772 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2773 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2774 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2775 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2776 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2777 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2778 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2779 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2780 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2781 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);
2782 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2783 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2784 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2785 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2786 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2787 if (rsurfacepass == RSURFPASS_BACKGROUND)
2789 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);
2790 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);
2791 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);
2795 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);
2797 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2798 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2799 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2800 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2802 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2803 if (rsurface.rtlight)
2805 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2806 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2809 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2810 if (r_glsl_permutation->loc_Skeletal_Transform12 >= 0 && rsurface.batchskeletalnumtransforms > 0)
2811 qglUniform4fv(r_glsl_permutation->loc_Skeletal_Transform12, rsurface.batchskeletalnumtransforms*3, rsurface.batchskeletaltransform3x4);
2814 case RENDERPATH_GL11:
2815 case RENDERPATH_GL13:
2816 case RENDERPATH_GLES1:
2818 case RENDERPATH_SOFT:
2819 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2820 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2821 R_SetupShader_SetPermutationSoft(mode, permutation);
2822 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2823 if (mode == SHADERMODE_LIGHTSOURCE)
2825 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2826 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2827 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2828 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2829 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2830 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2832 // additive passes are only darkened by fog, not tinted
2833 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2834 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2838 if (mode == SHADERMODE_FLATCOLOR)
2840 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2842 else if (mode == SHADERMODE_LIGHTDIRECTION)
2844 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]);
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2846 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);
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2849 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]);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2856 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);
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2860 // additive passes are only darkened by fog, not tinted
2861 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2865 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);
2866 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]);
2867 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]);
2868 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]);
2869 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]);
2870 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2871 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2872 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2873 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2875 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2876 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2877 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2878 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2879 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]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2882 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));
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2884 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2886 if (rsurface.texture->pantstexture)
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2891 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2893 if (rsurface.texture->shirttexture)
2894 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2896 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2898 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2899 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2900 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2901 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2903 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2904 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2905 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2906 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2908 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2909 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2910 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2911 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2913 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2914 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2915 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2916 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2917 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2918 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2919 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2920 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2921 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2922 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2923 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2924 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2925 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2926 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2927 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2928 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2929 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2930 if (rsurfacepass == RSURFPASS_BACKGROUND)
2932 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2933 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2934 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2938 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2940 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2941 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2942 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2943 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2945 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2946 if (rsurface.rtlight)
2948 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2949 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2956 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2958 // select a permutation of the lighting shader appropriate to this
2959 // combination of texture, entity, light source, and fogging, only use the
2960 // minimum features necessary to avoid wasting rendering time in the
2961 // fragment shader on features that are not being used
2962 unsigned int permutation = 0;
2963 unsigned int mode = 0;
2964 const float *lightcolorbase = rtlight->currentcolor;
2965 float ambientscale = rtlight->ambientscale;
2966 float diffusescale = rtlight->diffusescale;
2967 float specularscale = rtlight->specularscale;
2968 // this is the location of the light in view space
2969 vec3_t viewlightorigin;
2970 // this transforms from view space (camera) to light space (cubemap)
2971 matrix4x4_t viewtolight;
2972 matrix4x4_t lighttoview;
2973 float viewtolight16f[16];
2975 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2976 if (rtlight->currentcubemap != r_texture_whitecube)
2977 permutation |= SHADERPERMUTATION_CUBEFILTER;
2978 if (diffusescale > 0)
2979 permutation |= SHADERPERMUTATION_DIFFUSE;
2980 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2981 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2982 if (r_shadow_usingshadowmap2d)
2984 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2985 if (r_shadow_shadowmapvsdct)
2986 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2988 if (r_shadow_shadowmap2ddepthbuffer)
2989 permutation |= SHADERPERMUTATION_DEPTHRGB;
2991 if (vid.allowalphatocoverage)
2992 GL_AlphaToCoverage(false);
2993 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2994 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2995 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
2996 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2997 switch(vid.renderpath)
2999 case RENDERPATH_D3D9:
3001 R_SetupShader_SetPermutationHLSL(mode, permutation);
3002 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3003 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3004 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3005 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3006 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3007 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3008 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3009 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);
3010 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3011 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3013 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3014 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3015 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3016 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3017 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3020 case RENDERPATH_D3D10:
3021 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3023 case RENDERPATH_D3D11:
3024 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3026 case RENDERPATH_GL20:
3027 case RENDERPATH_GLES2:
3028 R_SetupShader_SetPermutationGLSL(mode, permutation);
3029 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3030 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3031 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3032 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3033 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3034 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]);
3035 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]);
3036 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);
3037 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]);
3038 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3040 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3041 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3042 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3043 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3044 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3046 case RENDERPATH_GL11:
3047 case RENDERPATH_GL13:
3048 case RENDERPATH_GLES1:
3050 case RENDERPATH_SOFT:
3051 R_SetupShader_SetPermutationGLSL(mode, permutation);
3052 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3053 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3054 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3055 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3056 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3057 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3058 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]);
3059 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);
3060 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3061 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3063 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3064 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3065 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3066 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3067 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3072 #define SKINFRAME_HASH 1024
3076 int loadsequence; // incremented each level change
3077 memexpandablearray_t array;
3078 skinframe_t *hash[SKINFRAME_HASH];
3081 r_skinframe_t r_skinframe;
3083 void R_SkinFrame_PrepareForPurge(void)
3085 r_skinframe.loadsequence++;
3086 // wrap it without hitting zero
3087 if (r_skinframe.loadsequence >= 200)
3088 r_skinframe.loadsequence = 1;
3091 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3095 // mark the skinframe as used for the purging code
3096 skinframe->loadsequence = r_skinframe.loadsequence;
3099 void R_SkinFrame_Purge(void)
3103 for (i = 0;i < SKINFRAME_HASH;i++)
3105 for (s = r_skinframe.hash[i];s;s = s->next)
3107 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3109 if (s->merged == s->base)
3111 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3112 R_PurgeTexture(s->stain );s->stain = NULL;
3113 R_PurgeTexture(s->merged);s->merged = NULL;
3114 R_PurgeTexture(s->base );s->base = NULL;
3115 R_PurgeTexture(s->pants );s->pants = NULL;
3116 R_PurgeTexture(s->shirt );s->shirt = NULL;
3117 R_PurgeTexture(s->nmap );s->nmap = NULL;
3118 R_PurgeTexture(s->gloss );s->gloss = NULL;
3119 R_PurgeTexture(s->glow );s->glow = NULL;
3120 R_PurgeTexture(s->fog );s->fog = NULL;
3121 R_PurgeTexture(s->reflect);s->reflect = NULL;
3122 s->loadsequence = 0;
3128 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3130 char basename[MAX_QPATH];
3132 Image_StripImageExtension(name, basename, sizeof(basename));
3134 if( last == NULL ) {
3136 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3137 item = r_skinframe.hash[hashindex];
3142 // linearly search through the hash bucket
3143 for( ; item ; item = item->next ) {
3144 if( !strcmp( item->basename, basename ) ) {
3151 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3155 char basename[MAX_QPATH];
3157 Image_StripImageExtension(name, basename, sizeof(basename));
3159 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3160 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3161 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3165 rtexture_t *dyntexture;
3166 // check whether its a dynamic texture
3167 dyntexture = CL_GetDynTexture( basename );
3168 if (!add && !dyntexture)
3170 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3171 memset(item, 0, sizeof(*item));
3172 strlcpy(item->basename, basename, sizeof(item->basename));
3173 item->base = dyntexture; // either NULL or dyntexture handle
3174 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3175 item->comparewidth = comparewidth;
3176 item->compareheight = compareheight;
3177 item->comparecrc = comparecrc;
3178 item->next = r_skinframe.hash[hashindex];
3179 r_skinframe.hash[hashindex] = item;
3181 else if (textureflags & TEXF_FORCE_RELOAD)
3183 rtexture_t *dyntexture;
3184 // check whether its a dynamic texture
3185 dyntexture = CL_GetDynTexture( basename );
3186 if (!add && !dyntexture)
3188 if (item->merged == item->base)
3189 item->merged = NULL;
3190 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3191 R_PurgeTexture(item->stain );item->stain = NULL;
3192 R_PurgeTexture(item->merged);item->merged = NULL;
3193 R_PurgeTexture(item->base );item->base = NULL;
3194 R_PurgeTexture(item->pants );item->pants = NULL;
3195 R_PurgeTexture(item->shirt );item->shirt = NULL;
3196 R_PurgeTexture(item->nmap );item->nmap = NULL;
3197 R_PurgeTexture(item->gloss );item->gloss = NULL;
3198 R_PurgeTexture(item->glow );item->glow = NULL;
3199 R_PurgeTexture(item->fog );item->fog = NULL;
3200 R_PurgeTexture(item->reflect);item->reflect = NULL;
3201 item->loadsequence = 0;
3203 else if( item->base == NULL )
3205 rtexture_t *dyntexture;
3206 // check whether its a dynamic texture
3207 // 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]
3208 dyntexture = CL_GetDynTexture( basename );
3209 item->base = dyntexture; // either NULL or dyntexture handle
3212 R_SkinFrame_MarkUsed(item);
3216 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3218 unsigned long long avgcolor[5], wsum; \
3226 for(pix = 0; pix < cnt; ++pix) \
3229 for(comp = 0; comp < 3; ++comp) \
3231 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3234 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3236 for(comp = 0; comp < 3; ++comp) \
3237 avgcolor[comp] += getpixel * w; \
3240 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3241 avgcolor[4] += getpixel; \
3243 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3245 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3246 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3247 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3248 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3251 extern cvar_t gl_picmip;
3252 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3255 unsigned char *pixels;
3256 unsigned char *bumppixels;
3257 unsigned char *basepixels = NULL;
3258 int basepixels_width = 0;
3259 int basepixels_height = 0;
3260 skinframe_t *skinframe;
3261 rtexture_t *ddsbase = NULL;
3262 qboolean ddshasalpha = false;
3263 float ddsavgcolor[4];
3264 char basename[MAX_QPATH];
3265 int miplevel = R_PicmipForFlags(textureflags);
3266 int savemiplevel = miplevel;
3270 if (cls.state == ca_dedicated)
3273 // return an existing skinframe if already loaded
3274 // if loading of the first image fails, don't make a new skinframe as it
3275 // would cause all future lookups of this to be missing
3276 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3277 if (skinframe && skinframe->base)
3280 Image_StripImageExtension(name, basename, sizeof(basename));
3282 // check for DDS texture file first
3283 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3285 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3286 if (basepixels == NULL)
3290 // FIXME handle miplevel
3292 if (developer_loading.integer)
3293 Con_Printf("loading skin \"%s\"\n", name);
3295 // we've got some pixels to store, so really allocate this new texture now
3297 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3298 textureflags &= ~TEXF_FORCE_RELOAD;
3299 skinframe->stain = NULL;
3300 skinframe->merged = NULL;
3301 skinframe->base = NULL;
3302 skinframe->pants = NULL;
3303 skinframe->shirt = NULL;
3304 skinframe->nmap = NULL;
3305 skinframe->gloss = NULL;
3306 skinframe->glow = NULL;
3307 skinframe->fog = NULL;
3308 skinframe->reflect = NULL;
3309 skinframe->hasalpha = false;
3313 skinframe->base = ddsbase;
3314 skinframe->hasalpha = ddshasalpha;
3315 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3316 if (r_loadfog && skinframe->hasalpha)
3317 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);
3318 //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]);
3322 basepixels_width = image_width;
3323 basepixels_height = image_height;
3324 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);
3325 if (textureflags & TEXF_ALPHA)
3327 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3329 if (basepixels[j] < 255)
3331 skinframe->hasalpha = true;
3335 if (r_loadfog && skinframe->hasalpha)
3337 // has transparent pixels
3338 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3339 for (j = 0;j < image_width * image_height * 4;j += 4)
3344 pixels[j+3] = basepixels[j+3];
3346 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);
3350 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3352 //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 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3354 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3355 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3356 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3362 mymiplevel = savemiplevel;
3363 if (r_loadnormalmap)
3364 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);
3365 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3367 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3368 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3369 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3370 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3373 // _norm is the name used by tenebrae and has been adopted as standard
3374 if (r_loadnormalmap && skinframe->nmap == NULL)
3376 mymiplevel = savemiplevel;
3377 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3379 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);
3383 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3385 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3386 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3387 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);
3389 Mem_Free(bumppixels);
3391 else if (r_shadow_bumpscale_basetexture.value > 0)
3393 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3394 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3395 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);
3399 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3400 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3404 // _luma is supported only for tenebrae compatibility
3405 // _glow is the preferred name
3406 mymiplevel = savemiplevel;
3407 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))))
3409 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);
3411 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3412 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3414 Mem_Free(pixels);pixels = NULL;
3417 mymiplevel = savemiplevel;
3418 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3420 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);
3422 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3423 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3429 mymiplevel = savemiplevel;
3430 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3432 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);
3434 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3435 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3441 mymiplevel = savemiplevel;
3442 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3444 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);
3446 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3447 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3453 mymiplevel = savemiplevel;
3454 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3456 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);
3458 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3459 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3466 Mem_Free(basepixels);
3471 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3472 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3475 unsigned char *temp1, *temp2;
3476 skinframe_t *skinframe;
3479 if (cls.state == ca_dedicated)
3482 // if already loaded just return it, otherwise make a new skinframe
3483 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3484 if (skinframe->base)
3486 textureflags &= ~TEXF_FORCE_RELOAD;
3488 skinframe->stain = NULL;
3489 skinframe->merged = NULL;
3490 skinframe->base = NULL;
3491 skinframe->pants = NULL;
3492 skinframe->shirt = NULL;
3493 skinframe->nmap = NULL;
3494 skinframe->gloss = NULL;
3495 skinframe->glow = NULL;
3496 skinframe->fog = NULL;
3497 skinframe->reflect = NULL;
3498 skinframe->hasalpha = false;
3500 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3504 if (developer_loading.integer)
3505 Con_Printf("loading 32bit skin \"%s\"\n", name);
3507 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3509 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3510 temp2 = temp1 + width * height * 4;
3511 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3512 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);
3515 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3516 if (textureflags & TEXF_ALPHA)
3518 for (i = 3;i < width * height * 4;i += 4)
3520 if (skindata[i] < 255)
3522 skinframe->hasalpha = true;
3526 if (r_loadfog && skinframe->hasalpha)
3528 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3529 memcpy(fogpixels, skindata, width * height * 4);
3530 for (i = 0;i < width * height * 4;i += 4)
3531 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3532 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3533 Mem_Free(fogpixels);
3537 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3538 //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]);
3543 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3547 skinframe_t *skinframe;
3549 if (cls.state == ca_dedicated)
3552 // if already loaded just return it, otherwise make a new skinframe
3553 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3554 if (skinframe->base)
3556 //textureflags &= ~TEXF_FORCE_RELOAD;
3558 skinframe->stain = NULL;
3559 skinframe->merged = NULL;
3560 skinframe->base = NULL;
3561 skinframe->pants = NULL;
3562 skinframe->shirt = NULL;
3563 skinframe->nmap = NULL;
3564 skinframe->gloss = NULL;
3565 skinframe->glow = NULL;
3566 skinframe->fog = NULL;
3567 skinframe->reflect = NULL;
3568 skinframe->hasalpha = false;
3570 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3574 if (developer_loading.integer)
3575 Con_Printf("loading quake skin \"%s\"\n", name);
3577 // 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)
3578 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3579 memcpy(skinframe->qpixels, skindata, width*height);
3580 skinframe->qwidth = width;
3581 skinframe->qheight = height;
3584 for (i = 0;i < width * height;i++)
3585 featuresmask |= palette_featureflags[skindata[i]];
3587 skinframe->hasalpha = false;
3588 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3589 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3590 skinframe->qgeneratemerged = true;
3591 skinframe->qgeneratebase = skinframe->qhascolormapping;
3592 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3594 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3595 //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]);
3600 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3604 unsigned char *skindata;
3607 if (!skinframe->qpixels)
3610 if (!skinframe->qhascolormapping)
3611 colormapped = false;
3615 if (!skinframe->qgeneratebase)
3620 if (!skinframe->qgeneratemerged)
3624 width = skinframe->qwidth;
3625 height = skinframe->qheight;
3626 skindata = skinframe->qpixels;
3628 if (skinframe->qgeneratenmap)
3630 unsigned char *temp1, *temp2;
3631 skinframe->qgeneratenmap = false;
3632 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3633 temp2 = temp1 + width * height * 4;
3634 // use either a custom palette or the quake palette
3635 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3636 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3637 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);
3641 if (skinframe->qgenerateglow)
3643 skinframe->qgenerateglow = false;
3644 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
3649 skinframe->qgeneratebase = false;
3650 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);
3651 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);
3652 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);
3656 skinframe->qgeneratemerged = false;
3657 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);
3660 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3662 Mem_Free(skinframe->qpixels);
3663 skinframe->qpixels = NULL;
3667 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)
3670 skinframe_t *skinframe;
3673 if (cls.state == ca_dedicated)
3676 // if already loaded just return it, otherwise make a new skinframe
3677 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3678 if (skinframe->base)
3680 textureflags &= ~TEXF_FORCE_RELOAD;
3682 skinframe->stain = NULL;
3683 skinframe->merged = NULL;
3684 skinframe->base = NULL;
3685 skinframe->pants = NULL;
3686 skinframe->shirt = NULL;
3687 skinframe->nmap = NULL;
3688 skinframe->gloss = NULL;
3689 skinframe->glow = NULL;
3690 skinframe->fog = NULL;
3691 skinframe->reflect = NULL;
3692 skinframe->hasalpha = false;
3694 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3698 if (developer_loading.integer)
3699 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3701 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3702 if (textureflags & TEXF_ALPHA)
3704 for (i = 0;i < width * height;i++)
3706 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3708 skinframe->hasalpha = true;
3712 if (r_loadfog && skinframe->hasalpha)
3713 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3716 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3717 //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]);
3722 skinframe_t *R_SkinFrame_LoadMissing(void)
3724 skinframe_t *skinframe;
3726 if (cls.state == ca_dedicated)
3729 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3730 skinframe->stain = NULL;
3731 skinframe->merged = NULL;
3732 skinframe->base = NULL;
3733 skinframe->pants = NULL;
3734 skinframe->shirt = NULL;
3735 skinframe->nmap = NULL;
3736 skinframe->gloss = NULL;
3737 skinframe->glow = NULL;
3738 skinframe->fog = NULL;
3739 skinframe->reflect = NULL;
3740 skinframe->hasalpha = false;
3742 skinframe->avgcolor[0] = rand() / RAND_MAX;
3743 skinframe->avgcolor[1] = rand() / RAND_MAX;
3744 skinframe->avgcolor[2] = rand() / RAND_MAX;
3745 skinframe->avgcolor[3] = 1;
3750 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3751 typedef struct suffixinfo_s
3754 qboolean flipx, flipy, flipdiagonal;
3757 static suffixinfo_t suffix[3][6] =
3760 {"px", false, false, false},
3761 {"nx", false, false, false},
3762 {"py", false, false, false},
3763 {"ny", false, false, false},
3764 {"pz", false, false, false},
3765 {"nz", false, false, false}
3768 {"posx", false, false, false},
3769 {"negx", false, false, false},
3770 {"posy", false, false, false},
3771 {"negy", false, false, false},
3772 {"posz", false, false, false},
3773 {"negz", false, false, false}
3776 {"rt", true, false, true},
3777 {"lf", false, true, true},
3778 {"ft", true, true, false},
3779 {"bk", false, false, false},
3780 {"up", true, false, true},
3781 {"dn", true, false, true}
3785 static int componentorder[4] = {0, 1, 2, 3};
3787 static rtexture_t *R_LoadCubemap(const char *basename)
3789 int i, j, cubemapsize;
3790 unsigned char *cubemappixels, *image_buffer;
3791 rtexture_t *cubemaptexture;
3793 // must start 0 so the first loadimagepixels has no requested width/height
3795 cubemappixels = NULL;
3796 cubemaptexture = NULL;
3797 // keep trying different suffix groups (posx, px, rt) until one loads
3798 for (j = 0;j < 3 && !cubemappixels;j++)
3800 // load the 6 images in the suffix group
3801 for (i = 0;i < 6;i++)
3803 // generate an image name based on the base and and suffix
3804 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3806 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3808 // an image loaded, make sure width and height are equal
3809 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3811 // if this is the first image to load successfully, allocate the cubemap memory
3812 if (!cubemappixels && image_width >= 1)
3814 cubemapsize = image_width;
3815 // note this clears to black, so unavailable sides are black
3816 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3818 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3820 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);
3823 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3825 Mem_Free(image_buffer);
3829 // if a cubemap loaded, upload it
3832 if (developer_loading.integer)
3833 Con_Printf("loading cubemap \"%s\"\n", basename);
3835 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);
3836 Mem_Free(cubemappixels);
3840 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3841 if (developer_loading.integer)
3843 Con_Printf("(tried tried images ");
3844 for (j = 0;j < 3;j++)
3845 for (i = 0;i < 6;i++)
3846 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3847 Con_Print(" and was unable to find any of them).\n");
3850 return cubemaptexture;
3853 rtexture_t *R_GetCubemap(const char *basename)
3856 for (i = 0;i < r_texture_numcubemaps;i++)
3857 if (r_texture_cubemaps[i] != NULL)
3858 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3859 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3860 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3861 return r_texture_whitecube;
3862 r_texture_numcubemaps++;
3863 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3864 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3865 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3866 return r_texture_cubemaps[i]->texture;
3869 static void R_Main_FreeViewCache(void)
3871 if (r_refdef.viewcache.entityvisible)
3872 Mem_Free(r_refdef.viewcache.entityvisible);
3873 if (r_refdef.viewcache.world_pvsbits)
3874 Mem_Free(r_refdef.viewcache.world_pvsbits);
3875 if (r_refdef.viewcache.world_leafvisible)
3876 Mem_Free(r_refdef.viewcache.world_leafvisible);
3877 if (r_refdef.viewcache.world_surfacevisible)
3878 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3879 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3882 static void R_Main_ResizeViewCache(void)
3884 int numentities = r_refdef.scene.numentities;
3885 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3886 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3887 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3888 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3889 if (r_refdef.viewcache.maxentities < numentities)
3891 r_refdef.viewcache.maxentities = numentities;
3892 if (r_refdef.viewcache.entityvisible)
3893 Mem_Free(r_refdef.viewcache.entityvisible);
3894 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3896 if (r_refdef.viewcache.world_numclusters != numclusters)
3898 r_refdef.viewcache.world_numclusters = numclusters;
3899 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3900 if (r_refdef.viewcache.world_pvsbits)
3901 Mem_Free(r_refdef.viewcache.world_pvsbits);
3902 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3904 if (r_refdef.viewcache.world_numleafs != numleafs)
3906 r_refdef.viewcache.world_numleafs = numleafs;
3907 if (r_refdef.viewcache.world_leafvisible)
3908 Mem_Free(r_refdef.viewcache.world_leafvisible);
3909 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3911 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3913 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3914 if (r_refdef.viewcache.world_surfacevisible)
3915 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3916 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3920 extern rtexture_t *loadingscreentexture;
3921 static void gl_main_start(void)
3923 loadingscreentexture = NULL;
3924 r_texture_blanknormalmap = NULL;
3925 r_texture_white = NULL;
3926 r_texture_grey128 = NULL;
3927 r_texture_black = NULL;
3928 r_texture_whitecube = NULL;
3929 r_texture_normalizationcube = NULL;
3930 r_texture_fogattenuation = NULL;
3931 r_texture_fogheighttexture = NULL;
3932 r_texture_gammaramps = NULL;
3933 r_texture_numcubemaps = 0;
3935 r_loaddds = r_texture_dds_load.integer != 0;
3936 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3938 switch(vid.renderpath)
3940 case RENDERPATH_GL20:
3941 case RENDERPATH_D3D9:
3942 case RENDERPATH_D3D10:
3943 case RENDERPATH_D3D11:
3944 case RENDERPATH_SOFT:
3945 case RENDERPATH_GLES2:
3946 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3947 Cvar_SetValueQuick(&gl_combine, 1);
3948 Cvar_SetValueQuick(&r_glsl, 1);
3949 r_loadnormalmap = true;
3953 case RENDERPATH_GL13:
3954 case RENDERPATH_GLES1:
3955 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3956 Cvar_SetValueQuick(&gl_combine, 1);
3957 Cvar_SetValueQuick(&r_glsl, 0);
3958 r_loadnormalmap = false;
3959 r_loadgloss = false;
3962 case RENDERPATH_GL11:
3963 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3964 Cvar_SetValueQuick(&gl_combine, 0);
3965 Cvar_SetValueQuick(&r_glsl, 0);
3966 r_loadnormalmap = false;
3967 r_loadgloss = false;
3973 R_FrameData_Reset();
3977 memset(r_queries, 0, sizeof(r_queries));
3979 r_qwskincache = NULL;
3980 r_qwskincache_size = 0;
3982 // due to caching of texture_t references, the collision cache must be reset
3983 Collision_Cache_Reset(true);
3985 // set up r_skinframe loading system for textures
3986 memset(&r_skinframe, 0, sizeof(r_skinframe));
3987 r_skinframe.loadsequence = 1;
3988 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3990 r_main_texturepool = R_AllocTexturePool();
3991 R_BuildBlankTextures();
3993 if (vid.support.arb_texture_cube_map)
3996 R_BuildNormalizationCube();
3998 r_texture_fogattenuation = NULL;
3999 r_texture_fogheighttexture = NULL;
4000 r_texture_gammaramps = NULL;
4001 //r_texture_fogintensity = NULL;
4002 memset(&r_fb, 0, sizeof(r_fb));
4003 r_glsl_permutation = NULL;
4004 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4005 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4006 glslshaderstring = NULL;
4008 r_hlsl_permutation = NULL;
4009 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4010 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4012 hlslshaderstring = NULL;
4013 memset(&r_svbsp, 0, sizeof (r_svbsp));
4015 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4016 r_texture_numcubemaps = 0;
4018 r_refdef.fogmasktable_density = 0;
4021 static void gl_main_shutdown(void)
4024 R_FrameData_Reset();
4026 R_Main_FreeViewCache();
4028 switch(vid.renderpath)
4030 case RENDERPATH_GL11:
4031 case RENDERPATH_GL13:
4032 case RENDERPATH_GL20:
4033 case RENDERPATH_GLES1:
4034 case RENDERPATH_GLES2:
4035 #ifdef GL_SAMPLES_PASSED_ARB
4037 qglDeleteQueriesARB(r_maxqueries, r_queries);
4040 case RENDERPATH_D3D9:
4041 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4043 case RENDERPATH_D3D10:
4044 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4046 case RENDERPATH_D3D11:
4047 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4049 case RENDERPATH_SOFT:
4055 memset(r_queries, 0, sizeof(r_queries));
4057 r_qwskincache = NULL;
4058 r_qwskincache_size = 0;
4060 // clear out the r_skinframe state
4061 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4062 memset(&r_skinframe, 0, sizeof(r_skinframe));
4065 Mem_Free(r_svbsp.nodes);
4066 memset(&r_svbsp, 0, sizeof (r_svbsp));
4067 R_FreeTexturePool(&r_main_texturepool);
4068 loadingscreentexture = NULL;
4069 r_texture_blanknormalmap = NULL;
4070 r_texture_white = NULL;
4071 r_texture_grey128 = NULL;
4072 r_texture_black = NULL;
4073 r_texture_whitecube = NULL;
4074 r_texture_normalizationcube = NULL;
4075 r_texture_fogattenuation = NULL;
4076 r_texture_fogheighttexture = NULL;
4077 r_texture_gammaramps = NULL;
4078 r_texture_numcubemaps = 0;
4079 //r_texture_fogintensity = NULL;
4080 memset(&r_fb, 0, sizeof(r_fb));
4083 r_glsl_permutation = NULL;
4084 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4085 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4086 glslshaderstring = NULL;
4088 r_hlsl_permutation = NULL;
4089 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4090 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4092 hlslshaderstring = NULL;
4095 static void gl_main_newmap(void)
4097 // FIXME: move this code to client
4098 char *entities, entname[MAX_QPATH];
4100 Mem_Free(r_qwskincache);
4101 r_qwskincache = NULL;
4102 r_qwskincache_size = 0;
4105 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4106 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4108 CL_ParseEntityLump(entities);
4112 if (cl.worldmodel->brush.entities)
4113 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4115 R_Main_FreeViewCache();
4117 R_FrameData_Reset();
4120 void GL_Main_Init(void)
4122 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4124 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4125 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4126 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4127 if (gamemode == GAME_NEHAHRA)
4129 Cvar_RegisterVariable (&gl_fogenable);
4130 Cvar_RegisterVariable (&gl_fogdensity);
4131 Cvar_RegisterVariable (&gl_fogred);
4132 Cvar_RegisterVariable (&gl_foggreen);
4133 Cvar_RegisterVariable (&gl_fogblue);
4134 Cvar_RegisterVariable (&gl_fogstart);
4135 Cvar_RegisterVariable (&gl_fogend);
4136 Cvar_RegisterVariable (&gl_skyclip);
4138 Cvar_RegisterVariable(&r_motionblur);
4139 Cvar_RegisterVariable(&r_damageblur);
4140 Cvar_RegisterVariable(&r_motionblur_averaging);
4141 Cvar_RegisterVariable(&r_motionblur_randomize);
4142 Cvar_RegisterVariable(&r_motionblur_minblur);
4143 Cvar_RegisterVariable(&r_motionblur_maxblur);
4144 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4145 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4146 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4147 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4148 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4149 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4150 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4151 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4152 Cvar_RegisterVariable(&r_equalize_entities_by);
4153 Cvar_RegisterVariable(&r_equalize_entities_to);
4154 Cvar_RegisterVariable(&r_depthfirst);
4155 Cvar_RegisterVariable(&r_useinfinitefarclip);
4156 Cvar_RegisterVariable(&r_farclip_base);
4157 Cvar_RegisterVariable(&r_farclip_world);
4158 Cvar_RegisterVariable(&r_nearclip);
4159 Cvar_RegisterVariable(&r_deformvertexes);
4160 Cvar_RegisterVariable(&r_transparent);
4161 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4162 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4163 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4164 Cvar_RegisterVariable(&r_showoverdraw);
4165 Cvar_RegisterVariable(&r_showbboxes);
4166 Cvar_RegisterVariable(&r_showsurfaces);
4167 Cvar_RegisterVariable(&r_showtris);
4168 Cvar_RegisterVariable(&r_shownormals);
4169 Cvar_RegisterVariable(&r_showlighting);
4170 Cvar_RegisterVariable(&r_showshadowvolumes);
4171 Cvar_RegisterVariable(&r_showcollisionbrushes);
4172 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4173 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4174 Cvar_RegisterVariable(&r_showdisabledepthtest);
4175 Cvar_RegisterVariable(&r_drawportals);
4176 Cvar_RegisterVariable(&r_drawentities);
4177 Cvar_RegisterVariable(&r_draw2d);
4178 Cvar_RegisterVariable(&r_drawworld);
4179 Cvar_RegisterVariable(&r_cullentities_trace);
4180 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4181 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4182 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4183 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4184 Cvar_RegisterVariable(&r_sortentities);
4185 Cvar_RegisterVariable(&r_drawviewmodel);
4186 Cvar_RegisterVariable(&r_drawexteriormodel);
4187 Cvar_RegisterVariable(&r_speeds);
4188 Cvar_RegisterVariable(&r_fullbrights);
4189 Cvar_RegisterVariable(&r_wateralpha);
4190 Cvar_RegisterVariable(&r_dynamic);
4191 Cvar_RegisterVariable(&r_fakelight);
4192 Cvar_RegisterVariable(&r_fakelight_intensity);
4193 Cvar_RegisterVariable(&r_fullbright);
4194 Cvar_RegisterVariable(&r_shadows);
4195 Cvar_RegisterVariable(&r_shadows_darken);
4196 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4197 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4198 Cvar_RegisterVariable(&r_shadows_throwdistance);
4199 Cvar_RegisterVariable(&r_shadows_throwdirection);
4200 Cvar_RegisterVariable(&r_shadows_focus);
4201 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4202 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4203 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4204 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4205 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4206 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4207 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4208 Cvar_RegisterVariable(&r_fog_exp2);
4209 Cvar_RegisterVariable(&r_fog_clear);
4210 Cvar_RegisterVariable(&r_drawfog);
4211 Cvar_RegisterVariable(&r_transparentdepthmasking);
4212 Cvar_RegisterVariable(&r_transparent_sortmindist);
4213 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4214 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4215 Cvar_RegisterVariable(&r_texture_dds_load);
4216 Cvar_RegisterVariable(&r_texture_dds_save);
4217 Cvar_RegisterVariable(&r_textureunits);
4218 Cvar_RegisterVariable(&gl_combine);
4219 Cvar_RegisterVariable(&r_usedepthtextures);
4220 Cvar_RegisterVariable(&r_viewfbo);
4221 Cvar_RegisterVariable(&r_viewscale);
4222 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4223 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4224 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4225 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4226 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4227 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4228 Cvar_RegisterVariable(&r_glsl);
4229 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4230 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4231 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4232 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4233 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4234 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4235 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4236 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4237 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4238 Cvar_RegisterVariable(&r_glsl_postprocess);
4239 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4240 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4241 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4242 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4243 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4244 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4245 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4246 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4247 Cvar_RegisterVariable(&r_celshading);
4248 Cvar_RegisterVariable(&r_celoutlines);
4250 Cvar_RegisterVariable(&r_water);
4251 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4252 Cvar_RegisterVariable(&r_water_clippingplanebias);
4253 Cvar_RegisterVariable(&r_water_refractdistort);
4254 Cvar_RegisterVariable(&r_water_reflectdistort);
4255 Cvar_RegisterVariable(&r_water_scissormode);
4256 Cvar_RegisterVariable(&r_water_lowquality);
4257 Cvar_RegisterVariable(&r_water_hideplayer);
4258 Cvar_RegisterVariable(&r_water_fbo);
4260 Cvar_RegisterVariable(&r_lerpsprites);
4261 Cvar_RegisterVariable(&r_lerpmodels);
4262 Cvar_RegisterVariable(&r_lerplightstyles);
4263 Cvar_RegisterVariable(&r_waterscroll);
4264 Cvar_RegisterVariable(&r_bloom);
4265 Cvar_RegisterVariable(&r_bloom_colorscale);
4266 Cvar_RegisterVariable(&r_bloom_brighten);
4267 Cvar_RegisterVariable(&r_bloom_blur);
4268 Cvar_RegisterVariable(&r_bloom_resolution);
4269 Cvar_RegisterVariable(&r_bloom_colorexponent);
4270 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4271 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4272 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4273 Cvar_RegisterVariable(&r_hdr_glowintensity);
4274 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4275 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4276 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4277 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4278 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4279 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4280 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4281 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4282 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4283 Cvar_RegisterVariable(&developer_texturelogging);
4284 Cvar_RegisterVariable(&gl_lightmaps);
4285 Cvar_RegisterVariable(&r_test);
4286 Cvar_RegisterVariable(&r_batch_multidraw);
4287 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4288 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4289 Cvar_RegisterVariable(&r_glsl_skeletal);
4290 Cvar_RegisterVariable(&r_glsl_saturation);
4291 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4292 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4293 Cvar_RegisterVariable(&r_framedatasize);
4294 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4295 Cvar_SetValue("r_fullbrights", 0);
4296 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4299 void Render_Init(void)
4312 R_LightningBeams_Init();
4322 extern char *ENGINE_EXTENSIONS;
4325 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4326 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4327 gl_version = (const char *)qglGetString(GL_VERSION);
4328 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4332 if (!gl_platformextensions)
4333 gl_platformextensions = "";
4335 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4336 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4337 Con_Printf("GL_VERSION: %s\n", gl_version);
4338 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4339 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4341 VID_CheckExtensions();
4343 // LordHavoc: report supported extensions
4344 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4346 // clear to black (loading plaque will be seen over this)
4347 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4351 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4355 if (r_trippy.integer)
4357 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4359 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4362 p = r_refdef.view.frustum + i;
4367 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4371 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4375 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4379 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4383 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4387 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4391 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4395 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4403 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4407 if (r_trippy.integer)
4409 for (i = 0;i < numplanes;i++)
4416 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4420 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4424 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4428 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4432 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4436 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4440 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4444 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4452 //==================================================================================
4454 // LordHavoc: this stores temporary data used within the same frame
4456 typedef struct r_framedata_mem_s
4458 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4459 size_t size; // how much usable space
4460 size_t current; // how much space in use
4461 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4462 size_t wantedsize; // how much space was allocated
4463 unsigned char *data; // start of real data (16byte aligned)
4467 static r_framedata_mem_t *r_framedata_mem;
4469 void R_FrameData_Reset(void)
4471 while (r_framedata_mem)
4473 r_framedata_mem_t *next = r_framedata_mem->purge;
4474 Mem_Free(r_framedata_mem);
4475 r_framedata_mem = next;
4479 static void R_FrameData_Resize(void)
4482 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4483 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4484 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4486 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4487 newmem->wantedsize = wantedsize;
4488 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4489 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4490 newmem->current = 0;
4492 newmem->purge = r_framedata_mem;
4493 r_framedata_mem = newmem;
4497 void R_FrameData_NewFrame(void)
4499 R_FrameData_Resize();
4500 if (!r_framedata_mem)
4502 // if we ran out of space on the last frame, free the old memory now
4503 while (r_framedata_mem->purge)
4505 // repeatedly remove the second item in the list, leaving only head
4506 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4507 Mem_Free(r_framedata_mem->purge);
4508 r_framedata_mem->purge = next;
4510 // reset the current mem pointer
4511 r_framedata_mem->current = 0;
4512 r_framedata_mem->mark = 0;
4515 void *R_FrameData_Alloc(size_t size)
4519 // align to 16 byte boundary - the data pointer is already aligned, so we
4520 // only need to ensure the size of every allocation is also aligned
4521 size = (size + 15) & ~15;
4523 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4525 // emergency - we ran out of space, allocate more memory
4526 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4527 R_FrameData_Resize();
4530 data = r_framedata_mem->data + r_framedata_mem->current;
4531 r_framedata_mem->current += size;
4533 // count the usage for stats
4534 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4535 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4537 return (void *)data;
4540 void *R_FrameData_Store(size_t size, void *data)
4542 void *d = R_FrameData_Alloc(size);
4544 memcpy(d, data, size);
4548 void R_FrameData_SetMark(void)
4550 if (!r_framedata_mem)
4552 r_framedata_mem->mark = r_framedata_mem->current;
4555 void R_FrameData_ReturnToMark(void)
4557 if (!r_framedata_mem)
4559 r_framedata_mem->current = r_framedata_mem->mark;
4562 //==================================================================================
4564 // LordHavoc: animcache originally written by Echon, rewritten since then
4567 * Animation cache prevents re-generating mesh data for an animated model
4568 * multiple times in one frame for lighting, shadowing, reflections, etc.
4571 void R_AnimCache_Free(void)
4575 void R_AnimCache_ClearCache(void)
4578 entity_render_t *ent;
4580 for (i = 0;i < r_refdef.scene.numentities;i++)
4582 ent = r_refdef.scene.entities[i];
4583 ent->animcache_vertex3f = NULL;
4584 ent->animcache_normal3f = NULL;
4585 ent->animcache_svector3f = NULL;
4586 ent->animcache_tvector3f = NULL;
4587 ent->animcache_vertexmesh = NULL;
4588 ent->animcache_vertex3fbuffer = NULL;
4589 ent->animcache_vertexmeshbuffer = NULL;
4590 ent->animcache_skeletaltransform3x4 = NULL;
4594 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4598 // check if we need the meshbuffers
4599 if (!vid.useinterleavedarrays)
4602 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4603 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4604 // TODO: upload vertex3f buffer?
4605 if (ent->animcache_vertexmesh)
4607 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4608 for (i = 0;i < numvertices;i++)
4609 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4610 if (ent->animcache_svector3f)
4611 for (i = 0;i < numvertices;i++)
4612 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4613 if (ent->animcache_tvector3f)
4614 for (i = 0;i < numvertices;i++)
4615 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4616 if (ent->animcache_normal3f)
4617 for (i = 0;i < numvertices;i++)
4618 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4619 // TODO: upload vertexmeshbuffer?
4623 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4625 dp_model_t *model = ent->model;
4628 // cache skeletal animation data first (primarily for gpu-skinning)
4629 if (!ent->animcache_skeletaltransform3x4 && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4633 const skeleton_t *skeleton = ent->skeleton;
4634 const frameblend_t *frameblend = ent->frameblend;
4635 float *boneposerelative;
4637 static float bonepose[256][12];
4638 ent->animcache_skeletaltransform3x4 = R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4639 boneposerelative = ent->animcache_skeletaltransform3x4;
4640 if (skeleton && !skeleton->relativetransforms)
4642 // resolve hierarchy and make relative transforms (deforms) which the shader wants
4645 for (i = 0;i < model->num_bones;i++)
4647 Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
4648 if (model->data_bones[i].parent >= 0)
4649 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4651 memcpy(bonepose[i], m, sizeof(m));
4653 // create a relative deformation matrix to describe displacement
4654 // from the base mesh, which is used by the actual weighting
4655 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4660 for (i = 0;i < model->num_bones;i++)
4662 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
4663 float lerp = frameblend[0].lerp,
4664 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4665 rx = pose7s[3] * lerp,
4666 ry = pose7s[4] * lerp,
4667 rz = pose7s[5] * lerp,
4668 rw = pose7s[6] * lerp,
4669 dx = tx*rw + ty*rz - tz*ry,
4670 dy = -tx*rz + ty*rw + tz*rx,
4671 dz = tx*ry - ty*rx + tz*rw,
4672 dw = -tx*rx - ty*ry - tz*rz,
4673 scale, sx, sy, sz, sw;
4674 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
4676 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
4677 float lerp = frameblend[blends].lerp,
4678 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4679 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
4680 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
4689 dx += tx*qw + ty*qz - tz*qy;
4690 dy += -tx*qz + ty*qw + tz*qx;
4691 dz += tx*qy - ty*qx + tz*qw;
4692 dw += -tx*qx - ty*qy - tz*qz;
4694 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
4699 m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
4700 m[1] = 2*(sx*ry - sw*rz);
4701 m[2] = 2*(sx*rz + sw*ry);
4702 m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
4703 m[4] = 2*(sx*ry + sw*rz);
4704 m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
4705 m[6] = 2*(sy*rz - sw*rx);
4706 m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
4707 m[8] = 2*(sx*rz - sw*ry);
4708 m[9] = 2*(sy*rz + sw*rx);
4709 m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
4710 m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
4711 if (i == r_skeletal_debugbone.integer)
4712 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
4713 m[3] *= r_skeletal_debugtranslatex.value;
4714 m[7] *= r_skeletal_debugtranslatey.value;
4715 m[11] *= r_skeletal_debugtranslatez.value;
4716 if (model->data_bones[i].parent >= 0)
4717 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4719 memcpy(bonepose[i], m, sizeof(m));
4720 // create a relative deformation matrix to describe displacement
4721 // from the base mesh, which is used by the actual weighting
4722 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4727 // see if it's already cached this frame
4728 if (ent->animcache_vertex3f)
4730 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4731 if (wantnormals || wanttangents)
4733 if (ent->animcache_normal3f)
4734 wantnormals = false;
4735 if (ent->animcache_svector3f)
4736 wanttangents = false;
4737 if (wantnormals || wanttangents)
4739 numvertices = model->surfmesh.num_vertices;
4741 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4744 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4745 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4747 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4748 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4754 // see if this ent is worth caching
4755 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4757 // skip entity if the shader backend has a cheaper way
4758 if (model->surfmesh.data_skeletalindex4ub && r_glsl_skeletal.integer && !r_showsurfaces.integer) // FIXME add r_showsurfaces support to GLSL skeletal!
4760 switch (vid.renderpath)
4762 case RENDERPATH_GL20:
4764 case RENDERPATH_GL11:
4765 case RENDERPATH_GL13:
4766 case RENDERPATH_GLES1:
4767 case RENDERPATH_GLES2:
4768 case RENDERPATH_D3D9:
4769 case RENDERPATH_D3D10:
4770 case RENDERPATH_D3D11:
4771 case RENDERPATH_SOFT:
4775 // get some memory for this entity and generate mesh data
4776 numvertices = model->surfmesh.num_vertices;
4777 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4779 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4782 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4783 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4785 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4786 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4791 void R_AnimCache_CacheVisibleEntities(void)
4794 qboolean wantnormals = true;
4795 qboolean wanttangents = !r_showsurfaces.integer;
4797 switch(vid.renderpath)
4799 case RENDERPATH_GL20:
4800 case RENDERPATH_D3D9:
4801 case RENDERPATH_D3D10:
4802 case RENDERPATH_D3D11:
4803 case RENDERPATH_GLES2:
4805 case RENDERPATH_GL11:
4806 case RENDERPATH_GL13:
4807 case RENDERPATH_GLES1:
4808 wanttangents = false;
4810 case RENDERPATH_SOFT:
4814 if (r_shownormals.integer)
4815 wanttangents = wantnormals = true;
4817 // TODO: thread this
4818 // NOTE: R_PrepareRTLights() also caches entities
4820 for (i = 0;i < r_refdef.scene.numentities;i++)
4821 if (r_refdef.viewcache.entityvisible[i])
4822 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4825 //==================================================================================
4827 extern cvar_t r_overheadsprites_pushback;
4829 static void R_View_UpdateEntityLighting (void)
4832 entity_render_t *ent;
4833 vec3_t tempdiffusenormal, avg;
4834 vec_t f, fa, fd, fdd;
4835 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4837 for (i = 0;i < r_refdef.scene.numentities;i++)
4839 ent = r_refdef.scene.entities[i];
4841 // skip unseen models
4842 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4846 if (ent->model && ent->model == cl.worldmodel)
4848 // TODO: use modellight for r_ambient settings on world?
4849 VectorSet(ent->modellight_ambient, 0, 0, 0);
4850 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4851 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4855 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4857 // aleady updated by CSQC
4858 // TODO: force modellight on BSP models in this case?
4859 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4863 // fetch the lighting from the worldmodel data
4864 VectorClear(ent->modellight_ambient);
4865 VectorClear(ent->modellight_diffuse);
4866 VectorClear(tempdiffusenormal);
4867 if (ent->flags & RENDER_LIGHT)
4870 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4872 // complete lightning for lit sprites
4873 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4874 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4876 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4877 org[2] = org[2] + r_overheadsprites_pushback.value;
4878 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4881 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4883 if(ent->flags & RENDER_EQUALIZE)
4885 // first fix up ambient lighting...
4886 if(r_equalize_entities_minambient.value > 0)
4888 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4891 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4892 if(fa < r_equalize_entities_minambient.value * fd)
4895 // fa'/fd' = minambient
4896 // fa'+0.25*fd' = fa+0.25*fd
4898 // fa' = fd' * minambient
4899 // fd'*(0.25+minambient) = fa+0.25*fd
4901 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4902 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4904 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4905 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
4906 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4907 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4912 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4914 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4915 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4919 // adjust brightness and saturation to target
4920 avg[0] = avg[1] = avg[2] = fa / f;
4921 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4922 avg[0] = avg[1] = avg[2] = fd / f;
4923 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4929 VectorSet(ent->modellight_ambient, 1, 1, 1);
4932 // move the light direction into modelspace coordinates for lighting code
4933 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4934 if(VectorLength2(ent->modellight_lightdir) == 0)
4935 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4936 VectorNormalize(ent->modellight_lightdir);
4940 #define MAX_LINEOFSIGHTTRACES 64
4942 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4945 vec3_t boxmins, boxmaxs;
4948 dp_model_t *model = r_refdef.scene.worldmodel;
4950 if (!model || !model->brush.TraceLineOfSight)
4953 // expand the box a little
4954 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4955 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4956 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4957 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4958 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4959 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4961 // return true if eye is inside enlarged box
4962 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4966 VectorCopy(eye, start);
4967 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4968 if (model->brush.TraceLineOfSight(model, start, end))
4971 // try various random positions
4972 for (i = 0;i < numsamples;i++)
4974 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4975 if (model->brush.TraceLineOfSight(model, start, end))
4983 static void R_View_UpdateEntityVisible (void)
4988 entity_render_t *ent;
4990 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4991 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4992 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4993 : RENDER_EXTERIORMODEL;
4994 if (!r_drawviewmodel.integer)
4995 renderimask |= RENDER_VIEWMODEL;
4996 if (!r_drawexteriormodel.integer)
4997 renderimask |= RENDER_EXTERIORMODEL;
4998 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5000 // worldmodel can check visibility
5001 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5002 for (i = 0;i < r_refdef.scene.numentities;i++)
5004 ent = r_refdef.scene.entities[i];
5005 if (!(ent->flags & renderimask))
5006 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)))
5007 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))
5008 r_refdef.viewcache.entityvisible[i] = true;
5013 // no worldmodel or it can't check visibility
5014 for (i = 0;i < r_refdef.scene.numentities;i++)
5016 ent = r_refdef.scene.entities[i];
5017 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));
5020 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5021 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5023 for (i = 0;i < r_refdef.scene.numentities;i++)
5025 if (!r_refdef.viewcache.entityvisible[i])
5027 ent = r_refdef.scene.entities[i];
5028 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5030 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5032 continue; // temp entities do pvs only
5033 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5034 ent->last_trace_visibility = realtime;
5035 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5036 r_refdef.viewcache.entityvisible[i] = 0;
5042 /// only used if skyrendermasked, and normally returns false
5043 static int R_DrawBrushModelsSky (void)
5046 entity_render_t *ent;
5049 for (i = 0;i < r_refdef.scene.numentities;i++)
5051 if (!r_refdef.viewcache.entityvisible[i])
5053 ent = r_refdef.scene.entities[i];
5054 if (!ent->model || !ent->model->DrawSky)
5056 ent->model->DrawSky(ent);
5062 static void R_DrawNoModel(entity_render_t *ent);
5063 static void R_DrawModels(void)
5066 entity_render_t *ent;
5068 for (i = 0;i < r_refdef.scene.numentities;i++)
5070 if (!r_refdef.viewcache.entityvisible[i])
5072 ent = r_refdef.scene.entities[i];
5073 r_refdef.stats.entities++;
5075 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5078 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5079 Con_Printf("R_DrawModels\n");
5080 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]);
5081 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);
5082 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);
5085 if (ent->model && ent->model->Draw != NULL)
5086 ent->model->Draw(ent);
5092 static void R_DrawModelsDepth(void)
5095 entity_render_t *ent;
5097 for (i = 0;i < r_refdef.scene.numentities;i++)
5099 if (!r_refdef.viewcache.entityvisible[i])
5101 ent = r_refdef.scene.entities[i];
5102 if (ent->model && ent->model->DrawDepth != NULL)
5103 ent->model->DrawDepth(ent);
5107 static void R_DrawModelsDebug(void)
5110 entity_render_t *ent;
5112 for (i = 0;i < r_refdef.scene.numentities;i++)
5114 if (!r_refdef.viewcache.entityvisible[i])
5116 ent = r_refdef.scene.entities[i];
5117 if (ent->model && ent->model->DrawDebug != NULL)
5118 ent->model->DrawDebug(ent);
5122 static void R_DrawModelsAddWaterPlanes(void)
5125 entity_render_t *ent;
5127 for (i = 0;i < r_refdef.scene.numentities;i++)
5129 if (!r_refdef.viewcache.entityvisible[i])
5131 ent = r_refdef.scene.entities[i];
5132 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5133 ent->model->DrawAddWaterPlanes(ent);
5137 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}};
5139 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5141 if (r_hdr_irisadaptation.integer)
5146 vec3_t diffusenormal;
5148 vec_t brightness = 0.0f;
5153 VectorCopy(r_refdef.view.forward, forward);
5154 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5156 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5157 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5158 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5159 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5160 d = DotProduct(forward, diffusenormal);
5161 brightness += VectorLength(ambient);
5163 brightness += d * VectorLength(diffuse);
5165 brightness *= 1.0f / c;
5166 brightness += 0.00001f; // make sure it's never zero
5167 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5168 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5169 current = r_hdr_irisadaptation_value.value;
5171 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5172 else if (current > goal)
5173 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5174 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5175 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5177 else if (r_hdr_irisadaptation_value.value != 1.0f)
5178 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5181 static void R_View_SetFrustum(const int *scissor)
5184 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5185 vec3_t forward, left, up, origin, v;
5189 // flipped x coordinates (because x points left here)
5190 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5191 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5193 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5194 switch(vid.renderpath)
5196 case RENDERPATH_D3D9:
5197 case RENDERPATH_D3D10:
5198 case RENDERPATH_D3D11:
5199 // non-flipped y coordinates
5200 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5201 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5203 case RENDERPATH_SOFT:
5204 case RENDERPATH_GL11:
5205 case RENDERPATH_GL13:
5206 case RENDERPATH_GL20:
5207 case RENDERPATH_GLES1:
5208 case RENDERPATH_GLES2:
5209 // non-flipped y coordinates
5210 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5211 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5216 // we can't trust r_refdef.view.forward and friends in reflected scenes
5217 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5220 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5221 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5222 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5223 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5224 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5225 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5226 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5227 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5228 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5229 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5230 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5231 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5235 zNear = r_refdef.nearclip;
5236 nudge = 1.0 - 1.0 / (1<<23);
5237 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5238 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5239 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5240 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5241 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5242 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5243 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5244 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5250 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5251 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5252 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5253 r_refdef.view.frustum[0].dist = m[15] - m[12];
5255 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5256 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5257 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5258 r_refdef.view.frustum[1].dist = m[15] + m[12];
5260 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5261 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5262 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5263 r_refdef.view.frustum[2].dist = m[15] - m[13];
5265 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5266 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5267 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5268 r_refdef.view.frustum[3].dist = m[15] + m[13];
5270 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5271 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5272 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5273 r_refdef.view.frustum[4].dist = m[15] - m[14];
5275 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5276 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5277 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5278 r_refdef.view.frustum[5].dist = m[15] + m[14];
5281 if (r_refdef.view.useperspective)
5283 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5284 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]);
5285 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]);
5286 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]);
5287 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]);
5289 // then the normals from the corners relative to origin
5290 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5291 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5292 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5293 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5295 // in a NORMAL view, forward cross left == up
5296 // in a REFLECTED view, forward cross left == down
5297 // so our cross products above need to be adjusted for a left handed coordinate system
5298 CrossProduct(forward, left, v);
5299 if(DotProduct(v, up) < 0)
5301 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5302 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5303 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5304 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5307 // Leaving those out was a mistake, those were in the old code, and they
5308 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5309 // I couldn't reproduce it after adding those normalizations. --blub
5310 VectorNormalize(r_refdef.view.frustum[0].normal);
5311 VectorNormalize(r_refdef.view.frustum[1].normal);
5312 VectorNormalize(r_refdef.view.frustum[2].normal);
5313 VectorNormalize(r_refdef.view.frustum[3].normal);
5315 // make the corners absolute
5316 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5317 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5318 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5319 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5322 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5324 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5325 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5326 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5327 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5328 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5332 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5333 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5334 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5335 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5336 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5337 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5338 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5339 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5340 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5341 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5343 r_refdef.view.numfrustumplanes = 5;
5345 if (r_refdef.view.useclipplane)
5347 r_refdef.view.numfrustumplanes = 6;
5348 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5351 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5352 PlaneClassify(r_refdef.view.frustum + i);
5354 // LordHavoc: note to all quake engine coders, Quake had a special case
5355 // for 90 degrees which assumed a square view (wrong), so I removed it,
5356 // Quake2 has it disabled as well.
5358 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5359 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5360 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5361 //PlaneClassify(&frustum[0]);
5363 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5364 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5365 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5366 //PlaneClassify(&frustum[1]);
5368 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5369 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5370 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5371 //PlaneClassify(&frustum[2]);
5373 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5374 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5375 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5376 //PlaneClassify(&frustum[3]);
5379 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5380 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5381 //PlaneClassify(&frustum[4]);
5384 static void R_View_UpdateWithScissor(const int *myscissor)
5386 R_Main_ResizeViewCache();
5387 R_View_SetFrustum(myscissor);
5388 R_View_WorldVisibility(r_refdef.view.useclipplane);
5389 R_View_UpdateEntityVisible();
5390 R_View_UpdateEntityLighting();
5393 static void R_View_Update(void)
5395 R_Main_ResizeViewCache();
5396 R_View_SetFrustum(NULL);
5397 R_View_WorldVisibility(r_refdef.view.useclipplane);
5398 R_View_UpdateEntityVisible();
5399 R_View_UpdateEntityLighting();
5402 float viewscalefpsadjusted = 1.0f;
5404 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5406 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5407 scale = bound(0.03125f, scale, 1.0f);
5408 *outwidth = (int)ceil(width * scale);
5409 *outheight = (int)ceil(height * scale);
5412 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5414 const float *customclipplane = NULL;
5416 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5417 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5419 // LordHavoc: couldn't figure out how to make this approach the
5420 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5421 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5422 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5423 dist = r_refdef.view.clipplane.dist;
5424 plane[0] = r_refdef.view.clipplane.normal[0];
5425 plane[1] = r_refdef.view.clipplane.normal[1];
5426 plane[2] = r_refdef.view.clipplane.normal[2];
5428 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5431 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5432 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5434 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5435 if (!r_refdef.view.useperspective)
5436 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);
5437 else if (vid.stencil && r_useinfinitefarclip.integer)
5438 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);
5440 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);
5441 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5442 R_SetViewport(&r_refdef.view.viewport);
5443 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5445 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5446 float screenplane[4];
5447 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5448 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5449 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5450 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5451 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5455 void R_EntityMatrix(const matrix4x4_t *matrix)
5457 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5459 gl_modelmatrixchanged = false;
5460 gl_modelmatrix = *matrix;
5461 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5462 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5463 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5464 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5466 switch(vid.renderpath)
5468 case RENDERPATH_D3D9:
5470 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5471 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5474 case RENDERPATH_D3D10:
5475 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5477 case RENDERPATH_D3D11:
5478 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5480 case RENDERPATH_GL11:
5481 case RENDERPATH_GL13:
5482 case RENDERPATH_GLES1:
5483 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5485 case RENDERPATH_SOFT:
5486 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5487 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5489 case RENDERPATH_GL20:
5490 case RENDERPATH_GLES2:
5491 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5492 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5498 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5500 r_viewport_t viewport;
5504 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5505 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);
5506 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5507 R_SetViewport(&viewport);
5508 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5509 GL_Color(1, 1, 1, 1);
5510 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5511 GL_BlendFunc(GL_ONE, GL_ZERO);
5512 GL_ScissorTest(false);
5513 GL_DepthMask(false);
5514 GL_DepthRange(0, 1);
5515 GL_DepthTest(false);
5516 GL_DepthFunc(GL_LEQUAL);
5517 R_EntityMatrix(&identitymatrix);
5518 R_Mesh_ResetTextureState();
5519 GL_PolygonOffset(0, 0);
5520 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5521 switch(vid.renderpath)
5523 case RENDERPATH_GL11:
5524 case RENDERPATH_GL13:
5525 case RENDERPATH_GL20:
5526 case RENDERPATH_GLES1:
5527 case RENDERPATH_GLES2:
5528 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5530 case RENDERPATH_D3D9:
5531 case RENDERPATH_D3D10:
5532 case RENDERPATH_D3D11:
5533 case RENDERPATH_SOFT:
5536 GL_CullFace(GL_NONE);
5541 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5545 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5548 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5552 R_SetupView(true, fbo, depthtexture, colortexture);
5553 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5554 GL_Color(1, 1, 1, 1);
5555 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5556 GL_BlendFunc(GL_ONE, GL_ZERO);
5557 GL_ScissorTest(true);
5559 GL_DepthRange(0, 1);
5561 GL_DepthFunc(GL_LEQUAL);
5562 R_EntityMatrix(&identitymatrix);
5563 R_Mesh_ResetTextureState();
5564 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5565 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5566 switch(vid.renderpath)
5568 case RENDERPATH_GL11:
5569 case RENDERPATH_GL13:
5570 case RENDERPATH_GL20:
5571 case RENDERPATH_GLES1:
5572 case RENDERPATH_GLES2:
5573 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5575 case RENDERPATH_D3D9:
5576 case RENDERPATH_D3D10:
5577 case RENDERPATH_D3D11:
5578 case RENDERPATH_SOFT:
5581 GL_CullFace(r_refdef.view.cullface_back);
5586 R_RenderView_UpdateViewVectors
5589 void R_RenderView_UpdateViewVectors(void)
5591 // break apart the view matrix into vectors for various purposes
5592 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5593 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5594 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5595 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5596 // make an inverted copy of the view matrix for tracking sprites
5597 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5600 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5601 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5603 static void R_Water_StartFrame(void)
5606 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5607 r_waterstate_waterplane_t *p;
5608 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5610 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5613 switch(vid.renderpath)
5615 case RENDERPATH_GL20:
5616 case RENDERPATH_D3D9:
5617 case RENDERPATH_D3D10:
5618 case RENDERPATH_D3D11:
5619 case RENDERPATH_SOFT:
5620 case RENDERPATH_GLES2:
5622 case RENDERPATH_GL11:
5623 case RENDERPATH_GL13:
5624 case RENDERPATH_GLES1:
5628 // set waterwidth and waterheight to the water resolution that will be
5629 // used (often less than the screen resolution for faster rendering)
5630 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5632 // calculate desired texture sizes
5633 // can't use water if the card does not support the texture size
5634 if (!r_water.integer || r_showsurfaces.integer)
5635 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5636 else if (vid.support.arb_texture_non_power_of_two)
5638 texturewidth = waterwidth;
5639 textureheight = waterheight;
5640 camerawidth = waterwidth;
5641 cameraheight = waterheight;
5645 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5646 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5647 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5648 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5651 // allocate textures as needed
5652 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))
5654 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5655 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5657 if (p->texture_refraction)
5658 R_FreeTexture(p->texture_refraction);
5659 p->texture_refraction = NULL;
5660 if (p->fbo_refraction)
5661 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5662 p->fbo_refraction = 0;
5663 if (p->texture_reflection)
5664 R_FreeTexture(p->texture_reflection);
5665 p->texture_reflection = NULL;
5666 if (p->fbo_reflection)
5667 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5668 p->fbo_reflection = 0;
5669 if (p->texture_camera)
5670 R_FreeTexture(p->texture_camera);
5671 p->texture_camera = NULL;
5673 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5676 memset(&r_fb.water, 0, sizeof(r_fb.water));
5677 r_fb.water.texturewidth = texturewidth;
5678 r_fb.water.textureheight = textureheight;
5679 r_fb.water.camerawidth = camerawidth;
5680 r_fb.water.cameraheight = cameraheight;
5683 if (r_fb.water.texturewidth)
5685 int scaledwidth, scaledheight;
5687 r_fb.water.enabled = true;
5689 // water resolution is usually reduced
5690 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5691 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5692 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5694 // set up variables that will be used in shader setup
5695 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5696 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5697 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5698 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5701 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5702 r_fb.water.numwaterplanes = 0;
5705 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5707 int planeindex, bestplaneindex, vertexindex;
5708 vec3_t mins, maxs, normal, center, v, n;
5709 vec_t planescore, bestplanescore;
5711 r_waterstate_waterplane_t *p;
5712 texture_t *t = R_GetCurrentTexture(surface->texture);
5714 rsurface.texture = t;
5715 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5716 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5717 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5719 // average the vertex normals, find the surface bounds (after deformvertexes)
5720 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5721 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5722 VectorCopy(n, normal);
5723 VectorCopy(v, mins);
5724 VectorCopy(v, maxs);
5725 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5727 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5728 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5729 VectorAdd(normal, n, normal);
5730 mins[0] = min(mins[0], v[0]);
5731 mins[1] = min(mins[1], v[1]);
5732 mins[2] = min(mins[2], v[2]);
5733 maxs[0] = max(maxs[0], v[0]);
5734 maxs[1] = max(maxs[1], v[1]);
5735 maxs[2] = max(maxs[2], v[2]);
5737 VectorNormalize(normal);
5738 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5740 VectorCopy(normal, plane.normal);
5741 VectorNormalize(plane.normal);
5742 plane.dist = DotProduct(center, plane.normal);
5743 PlaneClassify(&plane);
5744 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5746 // skip backfaces (except if nocullface is set)
5747 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5749 VectorNegate(plane.normal, plane.normal);
5751 PlaneClassify(&plane);
5755 // find a matching plane if there is one
5756 bestplaneindex = -1;
5757 bestplanescore = 1048576.0f;
5758 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5760 if(p->camera_entity == t->camera_entity)
5762 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5763 if (bestplaneindex < 0 || bestplanescore > planescore)
5765 bestplaneindex = planeindex;
5766 bestplanescore = planescore;
5770 planeindex = bestplaneindex;
5771 p = r_fb.water.waterplanes + planeindex;
5773 // if this surface does not fit any known plane rendered this frame, add one
5774 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5776 // store the new plane
5777 planeindex = r_fb.water.numwaterplanes++;
5778 p = r_fb.water.waterplanes + planeindex;
5780 // clear materialflags and pvs
5781 p->materialflags = 0;
5782 p->pvsvalid = false;
5783 p->camera_entity = t->camera_entity;
5784 VectorCopy(mins, p->mins);
5785 VectorCopy(maxs, p->maxs);
5789 // merge mins/maxs when we're adding this surface to the plane
5790 p->mins[0] = min(p->mins[0], mins[0]);
5791 p->mins[1] = min(p->mins[1], mins[1]);
5792 p->mins[2] = min(p->mins[2], mins[2]);
5793 p->maxs[0] = max(p->maxs[0], maxs[0]);
5794 p->maxs[1] = max(p->maxs[1], maxs[1]);
5795 p->maxs[2] = max(p->maxs[2], maxs[2]);
5797 // merge this surface's materialflags into the waterplane
5798 p->materialflags |= t->currentmaterialflags;
5799 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5801 // merge this surface's PVS into the waterplane
5802 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5803 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5805 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5811 extern cvar_t r_drawparticles;
5812 extern cvar_t r_drawdecals;
5814 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5817 r_refdef_view_t originalview;
5818 r_refdef_view_t myview;
5819 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;
5820 r_waterstate_waterplane_t *p;
5822 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5825 originalview = r_refdef.view;
5827 // lowquality hack, temporarily shut down some cvars and restore afterwards
5828 qualityreduction = r_water_lowquality.integer;
5829 if (qualityreduction > 0)
5831 if (qualityreduction >= 1)
5833 old_r_shadows = r_shadows.integer;
5834 old_r_worldrtlight = r_shadow_realtime_world.integer;
5835 old_r_dlight = r_shadow_realtime_dlight.integer;
5836 Cvar_SetValueQuick(&r_shadows, 0);
5837 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5838 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5840 if (qualityreduction >= 2)
5842 old_r_dynamic = r_dynamic.integer;
5843 old_r_particles = r_drawparticles.integer;
5844 old_r_decals = r_drawdecals.integer;
5845 Cvar_SetValueQuick(&r_dynamic, 0);
5846 Cvar_SetValueQuick(&r_drawparticles, 0);
5847 Cvar_SetValueQuick(&r_drawdecals, 0);
5851 // make sure enough textures are allocated
5852 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5854 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5856 if (!p->texture_refraction)
5857 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);
5858 if (!p->texture_refraction)
5862 if (r_fb.water.depthtexture == NULL)
5863 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5864 if (p->fbo_refraction == 0)
5865 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5868 else if (p->materialflags & MATERIALFLAG_CAMERA)
5870 if (!p->texture_camera)
5871 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);
5872 if (!p->texture_camera)
5876 if (r_fb.water.depthtexture == NULL)
5877 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5878 if (p->fbo_camera == 0)
5879 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5883 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5885 if (!p->texture_reflection)
5886 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);
5887 if (!p->texture_reflection)
5891 if (r_fb.water.depthtexture == NULL)
5892 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5893 if (p->fbo_reflection == 0)
5894 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5900 r_refdef.view = originalview;
5901 r_refdef.view.showdebug = false;
5902 r_refdef.view.width = r_fb.water.waterwidth;
5903 r_refdef.view.height = r_fb.water.waterheight;
5904 r_refdef.view.useclipplane = true;
5905 myview = r_refdef.view;
5906 r_fb.water.renderingscene = true;
5907 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5909 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5911 r_refdef.view = myview;
5912 if(r_water_scissormode.integer)
5914 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5915 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5916 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5919 // render reflected scene and copy into texture
5920 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5921 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5922 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5923 r_refdef.view.clipplane = p->plane;
5924 // reverse the cullface settings for this render
5925 r_refdef.view.cullface_front = GL_FRONT;
5926 r_refdef.view.cullface_back = GL_BACK;
5927 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5929 r_refdef.view.usecustompvs = true;
5931 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5933 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5936 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5937 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5938 R_ClearScreen(r_refdef.fogenabled);
5939 if(r_water_scissormode.integer & 2)
5940 R_View_UpdateWithScissor(myscissor);
5943 R_AnimCache_CacheVisibleEntities();
5944 if(r_water_scissormode.integer & 1)
5945 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5946 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5948 if (!p->fbo_reflection)
5949 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);
5950 r_fb.water.hideplayer = false;
5953 // render the normal view scene and copy into texture
5954 // (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)
5955 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5957 r_refdef.view = myview;
5958 if(r_water_scissormode.integer)
5960 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5961 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5962 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5965 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5967 r_refdef.view.clipplane = p->plane;
5968 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5969 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5971 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5973 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5974 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5975 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5976 R_RenderView_UpdateViewVectors();
5977 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5979 r_refdef.view.usecustompvs = true;
5980 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);
5984 PlaneClassify(&r_refdef.view.clipplane);
5986 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5987 R_ClearScreen(r_refdef.fogenabled);
5988 if(r_water_scissormode.integer & 2)
5989 R_View_UpdateWithScissor(myscissor);
5992 R_AnimCache_CacheVisibleEntities();
5993 if(r_water_scissormode.integer & 1)
5994 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5995 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5997 if (!p->fbo_refraction)
5998 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);
5999 r_fb.water.hideplayer = false;
6001 else if (p->materialflags & MATERIALFLAG_CAMERA)
6003 r_refdef.view = myview;
6005 r_refdef.view.clipplane = p->plane;
6006 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6007 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6009 r_refdef.view.width = r_fb.water.camerawidth;
6010 r_refdef.view.height = r_fb.water.cameraheight;
6011 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6012 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6013 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6014 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6016 if(p->camera_entity)
6018 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6019 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6022 // note: all of the view is used for displaying... so
6023 // there is no use in scissoring
6025 // reverse the cullface settings for this render
6026 r_refdef.view.cullface_front = GL_FRONT;
6027 r_refdef.view.cullface_back = GL_BACK;
6028 // also reverse the view matrix
6029 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
6030 R_RenderView_UpdateViewVectors();
6031 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6033 r_refdef.view.usecustompvs = true;
6034 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);
6037 // camera needs no clipplane
6038 r_refdef.view.useclipplane = false;
6040 PlaneClassify(&r_refdef.view.clipplane);
6042 r_fb.water.hideplayer = false;
6044 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6045 R_ClearScreen(r_refdef.fogenabled);
6047 R_AnimCache_CacheVisibleEntities();
6048 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6051 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);
6052 r_fb.water.hideplayer = false;
6056 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6057 r_fb.water.renderingscene = false;
6058 r_refdef.view = originalview;
6059 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6060 if (!r_fb.water.depthtexture)
6061 R_ClearScreen(r_refdef.fogenabled);
6063 R_AnimCache_CacheVisibleEntities();
6066 r_refdef.view = originalview;
6067 r_fb.water.renderingscene = false;
6068 Cvar_SetValueQuick(&r_water, 0);
6069 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6071 // lowquality hack, restore cvars
6072 if (qualityreduction > 0)
6074 if (qualityreduction >= 1)
6076 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6077 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6078 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6080 if (qualityreduction >= 2)
6082 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6083 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6084 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6089 static void R_Bloom_StartFrame(void)
6092 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6093 int viewwidth, viewheight;
6094 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6095 textype_t textype = TEXTYPE_COLORBUFFER;
6097 switch (vid.renderpath)
6099 case RENDERPATH_GL20:
6100 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6101 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6103 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6104 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6107 case RENDERPATH_GL11:
6108 case RENDERPATH_GL13:
6109 case RENDERPATH_GLES1:
6110 case RENDERPATH_GLES2:
6111 case RENDERPATH_D3D9:
6112 case RENDERPATH_D3D10:
6113 case RENDERPATH_D3D11:
6114 r_fb.usedepthtextures = false;
6116 case RENDERPATH_SOFT:
6117 r_fb.usedepthtextures = true;
6121 if (r_viewscale_fpsscaling.integer)
6123 double actualframetime;
6124 double targetframetime;
6126 actualframetime = r_refdef.lastdrawscreentime;
6127 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6128 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6129 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6130 if (r_viewscale_fpsscaling_stepsize.value > 0)
6131 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6132 viewscalefpsadjusted += adjust;
6133 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6136 viewscalefpsadjusted = 1.0f;
6138 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6140 switch(vid.renderpath)
6142 case RENDERPATH_GL20:
6143 case RENDERPATH_D3D9:
6144 case RENDERPATH_D3D10:
6145 case RENDERPATH_D3D11:
6146 case RENDERPATH_SOFT:
6147 case RENDERPATH_GLES2:
6149 case RENDERPATH_GL11:
6150 case RENDERPATH_GL13:
6151 case RENDERPATH_GLES1:
6155 // set bloomwidth and bloomheight to the bloom resolution that will be
6156 // used (often less than the screen resolution for faster rendering)
6157 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6158 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6159 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6160 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6161 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6163 // calculate desired texture sizes
6164 if (vid.support.arb_texture_non_power_of_two)
6166 screentexturewidth = vid.width;
6167 screentextureheight = vid.height;
6168 bloomtexturewidth = r_fb.bloomwidth;
6169 bloomtextureheight = r_fb.bloomheight;
6173 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6174 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6175 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6176 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6179 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))
6181 Cvar_SetValueQuick(&r_bloom, 0);
6182 Cvar_SetValueQuick(&r_motionblur, 0);
6183 Cvar_SetValueQuick(&r_damageblur, 0);
6186 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6188 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6190 && r_viewscale.value == 1.0f
6191 && !r_viewscale_fpsscaling.integer)
6192 screentexturewidth = screentextureheight = 0;
6193 if (!r_bloom.integer)
6194 bloomtexturewidth = bloomtextureheight = 0;
6196 // allocate textures as needed
6197 if (r_fb.screentexturewidth != screentexturewidth
6198 || r_fb.screentextureheight != screentextureheight
6199 || r_fb.bloomtexturewidth != bloomtexturewidth
6200 || r_fb.bloomtextureheight != bloomtextureheight
6201 || r_fb.textype != textype
6202 || useviewfbo != (r_fb.fbo != 0))
6204 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6206 if (r_fb.bloomtexture[i])
6207 R_FreeTexture(r_fb.bloomtexture[i]);
6208 r_fb.bloomtexture[i] = NULL;
6210 if (r_fb.bloomfbo[i])
6211 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6212 r_fb.bloomfbo[i] = 0;
6216 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6219 if (r_fb.colortexture)
6220 R_FreeTexture(r_fb.colortexture);
6221 r_fb.colortexture = NULL;
6223 if (r_fb.depthtexture)
6224 R_FreeTexture(r_fb.depthtexture);
6225 r_fb.depthtexture = NULL;
6227 if (r_fb.ghosttexture)
6228 R_FreeTexture(r_fb.ghosttexture);
6229 r_fb.ghosttexture = NULL;
6231 r_fb.screentexturewidth = screentexturewidth;
6232 r_fb.screentextureheight = screentextureheight;
6233 r_fb.bloomtexturewidth = bloomtexturewidth;
6234 r_fb.bloomtextureheight = bloomtextureheight;
6235 r_fb.textype = textype;
6237 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6239 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6240 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);
6241 r_fb.ghosttexture_valid = false;
6242 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);
6245 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6246 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6247 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6251 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6253 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6255 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);
6257 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6262 // bloom texture is a different resolution
6263 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6264 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6265 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6266 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6267 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6269 // set up a texcoord array for the full resolution screen image
6270 // (we have to keep this around to copy back during final render)
6271 r_fb.screentexcoord2f[0] = 0;
6272 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6273 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6274 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6275 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6276 r_fb.screentexcoord2f[5] = 0;
6277 r_fb.screentexcoord2f[6] = 0;
6278 r_fb.screentexcoord2f[7] = 0;
6282 for (i = 1;i < 8;i += 2)
6284 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6288 // set up a texcoord array for the reduced resolution bloom image
6289 // (which will be additive blended over the screen image)
6290 r_fb.bloomtexcoord2f[0] = 0;
6291 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6292 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6293 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6294 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6295 r_fb.bloomtexcoord2f[5] = 0;
6296 r_fb.bloomtexcoord2f[6] = 0;
6297 r_fb.bloomtexcoord2f[7] = 0;
6299 switch(vid.renderpath)
6301 case RENDERPATH_GL11:
6302 case RENDERPATH_GL13:
6303 case RENDERPATH_GL20:
6304 case RENDERPATH_SOFT:
6305 case RENDERPATH_GLES1:
6306 case RENDERPATH_GLES2:
6308 case RENDERPATH_D3D9:
6309 case RENDERPATH_D3D10:
6310 case RENDERPATH_D3D11:
6311 for (i = 0;i < 4;i++)
6313 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6314 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6315 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6316 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6321 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6324 r_refdef.view.clear = true;
6327 static void R_Bloom_MakeTexture(void)
6330 float xoffset, yoffset, r, brighten;
6332 float colorscale = r_bloom_colorscale.value;
6334 r_refdef.stats.bloom++;
6337 // this copy is unnecessary since it happens in R_BlendView already
6340 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);
6341 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6345 // scale down screen texture to the bloom texture size
6347 r_fb.bloomindex = 0;
6348 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6349 R_SetViewport(&r_fb.bloomviewport);
6350 GL_DepthTest(false);
6351 GL_BlendFunc(GL_ONE, GL_ZERO);
6352 GL_Color(colorscale, colorscale, colorscale, 1);
6353 // 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...
6354 switch(vid.renderpath)
6356 case RENDERPATH_GL11:
6357 case RENDERPATH_GL13:
6358 case RENDERPATH_GL20:
6359 case RENDERPATH_GLES1:
6360 case RENDERPATH_GLES2:
6361 case RENDERPATH_SOFT:
6362 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6364 case RENDERPATH_D3D9:
6365 case RENDERPATH_D3D10:
6366 case RENDERPATH_D3D11:
6367 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6370 // TODO: do boxfilter scale-down in shader?
6371 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6372 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6373 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6375 // we now have a properly scaled bloom image
6376 if (!r_fb.bloomfbo[r_fb.bloomindex])
6378 // copy it into the bloom texture
6379 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);
6380 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6383 // multiply bloom image by itself as many times as desired
6384 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6386 intex = r_fb.bloomtexture[r_fb.bloomindex];
6387 r_fb.bloomindex ^= 1;
6388 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6390 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6391 if (!r_fb.bloomfbo[r_fb.bloomindex])
6393 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6394 GL_Color(r,r,r,1); // apply fix factor
6399 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6400 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6401 GL_Color(1,1,1,1); // no fix factor supported here
6403 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6404 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6405 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6406 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6408 if (!r_fb.bloomfbo[r_fb.bloomindex])
6410 // copy the darkened image to a texture
6411 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);
6412 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6416 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6417 brighten = r_bloom_brighten.value;
6418 brighten = sqrt(brighten);
6420 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6422 for (dir = 0;dir < 2;dir++)
6424 intex = r_fb.bloomtexture[r_fb.bloomindex];
6425 r_fb.bloomindex ^= 1;
6426 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6427 // blend on at multiple vertical offsets to achieve a vertical blur
6428 // TODO: do offset blends using GLSL
6429 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6430 GL_BlendFunc(GL_ONE, GL_ZERO);
6431 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6432 for (x = -range;x <= range;x++)
6434 if (!dir){xoffset = 0;yoffset = x;}
6435 else {xoffset = x;yoffset = 0;}
6436 xoffset /= (float)r_fb.bloomtexturewidth;
6437 yoffset /= (float)r_fb.bloomtextureheight;
6438 // compute a texcoord array with the specified x and y offset
6439 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6440 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6441 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6442 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6443 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6444 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6445 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6446 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6447 // this r value looks like a 'dot' particle, fading sharply to
6448 // black at the edges
6449 // (probably not realistic but looks good enough)
6450 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6451 //r = brighten/(range*2+1);
6452 r = brighten / (range * 2 + 1);
6454 r *= (1 - x*x/(float)(range*range));
6455 GL_Color(r, r, r, 1);
6456 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6457 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6458 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6459 GL_BlendFunc(GL_ONE, GL_ONE);
6462 if (!r_fb.bloomfbo[r_fb.bloomindex])
6464 // copy the vertically or horizontally blurred bloom view to a texture
6465 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);
6466 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6471 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6473 unsigned int permutation;
6474 float uservecs[4][4];
6476 R_EntityMatrix(&identitymatrix);
6478 switch (vid.renderpath)
6480 case RENDERPATH_GL20:
6481 case RENDERPATH_D3D9:
6482 case RENDERPATH_D3D10:
6483 case RENDERPATH_D3D11:
6484 case RENDERPATH_SOFT:
6485 case RENDERPATH_GLES2:
6487 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6488 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6489 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6490 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6491 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6493 if (r_fb.colortexture)
6497 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);
6498 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6501 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6503 // declare variables
6504 float blur_factor, blur_mouseaccel, blur_velocity;
6505 static float blur_average;
6506 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6508 // set a goal for the factoring
6509 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6510 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6511 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6512 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6513 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6514 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6516 // from the goal, pick an averaged value between goal and last value
6517 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6518 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6520 // enforce minimum amount of blur
6521 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6523 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6525 // calculate values into a standard alpha
6526 cl.motionbluralpha = 1 - exp(-
6528 (r_motionblur.value * blur_factor / 80)
6530 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6533 max(0.0001, cl.time - cl.oldtime) // fps independent
6536 // randomization for the blur value to combat persistent ghosting
6537 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6538 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6541 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6542 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6544 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6545 GL_Color(1, 1, 1, cl.motionbluralpha);
6546 switch(vid.renderpath)
6548 case RENDERPATH_GL11:
6549 case RENDERPATH_GL13:
6550 case RENDERPATH_GL20:
6551 case RENDERPATH_GLES1:
6552 case RENDERPATH_GLES2:
6553 case RENDERPATH_SOFT:
6554 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6556 case RENDERPATH_D3D9:
6557 case RENDERPATH_D3D10:
6558 case RENDERPATH_D3D11:
6559 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6562 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6563 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6564 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6567 // updates old view angles for next pass
6568 VectorCopy(cl.viewangles, blur_oldangles);
6570 // copy view into the ghost texture
6571 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);
6572 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6573 r_fb.ghosttexture_valid = true;
6578 // no r_fb.colortexture means we're rendering to the real fb
6579 // we may still have to do view tint...
6580 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6582 // apply a color tint to the whole view
6583 R_ResetViewRendering2D(0, NULL, NULL);
6584 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6585 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6586 R_SetupShader_Generic_NoTexture(false, true);
6587 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6588 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6590 break; // no screen processing, no bloom, skip it
6593 if (r_fb.bloomtexture[0])
6595 // make the bloom texture
6596 R_Bloom_MakeTexture();
6599 #if _MSC_VER >= 1400
6600 #define sscanf sscanf_s
6602 memset(uservecs, 0, sizeof(uservecs));
6603 if (r_glsl_postprocess_uservec1_enable.integer)
6604 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6605 if (r_glsl_postprocess_uservec2_enable.integer)
6606 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6607 if (r_glsl_postprocess_uservec3_enable.integer)
6608 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6609 if (r_glsl_postprocess_uservec4_enable.integer)
6610 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6612 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6613 GL_Color(1, 1, 1, 1);
6614 GL_BlendFunc(GL_ONE, GL_ZERO);
6616 switch(vid.renderpath)
6618 case RENDERPATH_GL20:
6619 case RENDERPATH_GLES2:
6620 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6621 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6622 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6623 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6624 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6625 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]);
6626 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6627 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]);
6628 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]);
6629 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]);
6630 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]);
6631 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6632 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6633 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);
6635 case RENDERPATH_D3D9:
6637 // 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...
6638 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6639 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6640 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6641 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6642 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6643 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6644 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6645 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6646 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6647 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6648 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6649 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6650 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6651 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6654 case RENDERPATH_D3D10:
6655 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6657 case RENDERPATH_D3D11:
6658 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6660 case RENDERPATH_SOFT:
6661 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6662 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6663 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6664 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6665 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6666 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6667 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6668 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6669 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6670 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6671 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6672 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6673 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6674 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6679 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6680 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6682 case RENDERPATH_GL11:
6683 case RENDERPATH_GL13:
6684 case RENDERPATH_GLES1:
6685 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6687 // apply a color tint to the whole view
6688 R_ResetViewRendering2D(0, NULL, NULL);
6689 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6690 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6691 R_SetupShader_Generic_NoTexture(false, true);
6692 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6693 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6699 matrix4x4_t r_waterscrollmatrix;
6701 void R_UpdateFog(void)
6704 if (gamemode == GAME_NEHAHRA)
6706 if (gl_fogenable.integer)
6708 r_refdef.oldgl_fogenable = true;
6709 r_refdef.fog_density = gl_fogdensity.value;
6710 r_refdef.fog_red = gl_fogred.value;
6711 r_refdef.fog_green = gl_foggreen.value;
6712 r_refdef.fog_blue = gl_fogblue.value;
6713 r_refdef.fog_alpha = 1;
6714 r_refdef.fog_start = 0;
6715 r_refdef.fog_end = gl_skyclip.value;
6716 r_refdef.fog_height = 1<<30;
6717 r_refdef.fog_fadedepth = 128;
6719 else if (r_refdef.oldgl_fogenable)
6721 r_refdef.oldgl_fogenable = false;
6722 r_refdef.fog_density = 0;
6723 r_refdef.fog_red = 0;
6724 r_refdef.fog_green = 0;
6725 r_refdef.fog_blue = 0;
6726 r_refdef.fog_alpha = 0;
6727 r_refdef.fog_start = 0;
6728 r_refdef.fog_end = 0;
6729 r_refdef.fog_height = 1<<30;
6730 r_refdef.fog_fadedepth = 128;
6735 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6736 r_refdef.fog_start = max(0, r_refdef.fog_start);
6737 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6739 if (r_refdef.fog_density && r_drawfog.integer)
6741 r_refdef.fogenabled = true;
6742 // this is the point where the fog reaches 0.9986 alpha, which we
6743 // consider a good enough cutoff point for the texture
6744 // (0.9986 * 256 == 255.6)
6745 if (r_fog_exp2.integer)
6746 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6748 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6749 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6750 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6751 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6752 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6753 R_BuildFogHeightTexture();
6754 // fog color was already set
6755 // update the fog texture
6756 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)
6757 R_BuildFogTexture();
6758 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6759 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6762 r_refdef.fogenabled = false;
6765 if (r_refdef.fog_density)
6767 r_refdef.fogcolor[0] = r_refdef.fog_red;
6768 r_refdef.fogcolor[1] = r_refdef.fog_green;
6769 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6771 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6772 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6773 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6774 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6778 VectorCopy(r_refdef.fogcolor, fogvec);
6779 // color.rgb *= ContrastBoost * SceneBrightness;
6780 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6781 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6782 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6783 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6788 void R_UpdateVariables(void)
6792 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6794 r_refdef.farclip = r_farclip_base.value;
6795 if (r_refdef.scene.worldmodel)
6796 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6797 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6799 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6800 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6801 r_refdef.polygonfactor = 0;
6802 r_refdef.polygonoffset = 0;
6803 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6804 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6806 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6807 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6808 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6809 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6810 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6811 if (FAKELIGHT_ENABLED)
6813 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6815 else if (r_refdef.scene.worldmodel)
6817 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6819 if (r_showsurfaces.integer)
6821 r_refdef.scene.rtworld = false;
6822 r_refdef.scene.rtworldshadows = false;
6823 r_refdef.scene.rtdlight = false;
6824 r_refdef.scene.rtdlightshadows = false;
6825 r_refdef.lightmapintensity = 0;
6828 switch(vid.renderpath)
6830 case RENDERPATH_GL20:
6831 case RENDERPATH_D3D9:
6832 case RENDERPATH_D3D10:
6833 case RENDERPATH_D3D11:
6834 case RENDERPATH_SOFT:
6835 case RENDERPATH_GLES2:
6836 if(v_glslgamma.integer && !vid_gammatables_trivial)
6838 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6840 // build GLSL gamma texture
6841 #define RAMPWIDTH 256
6842 unsigned short ramp[RAMPWIDTH * 3];
6843 unsigned char rampbgr[RAMPWIDTH][4];
6846 r_texture_gammaramps_serial = vid_gammatables_serial;
6848 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6849 for(i = 0; i < RAMPWIDTH; ++i)
6851 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6852 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6853 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6856 if (r_texture_gammaramps)
6858 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6862 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6868 // remove GLSL gamma texture
6871 case RENDERPATH_GL11:
6872 case RENDERPATH_GL13:
6873 case RENDERPATH_GLES1:
6878 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6879 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6885 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6886 if( scenetype != r_currentscenetype ) {
6887 // store the old scenetype
6888 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6889 r_currentscenetype = scenetype;
6890 // move in the new scene
6891 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6900 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6902 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6903 if( scenetype == r_currentscenetype ) {
6904 return &r_refdef.scene;
6906 return &r_scenes_store[ scenetype ];
6910 static int R_SortEntities_Compare(const void *ap, const void *bp)
6912 const entity_render_t *a = *(const entity_render_t **)ap;
6913 const entity_render_t *b = *(const entity_render_t **)bp;
6916 if(a->model < b->model)
6918 if(a->model > b->model)
6922 // TODO possibly calculate the REAL skinnum here first using
6924 if(a->skinnum < b->skinnum)
6926 if(a->skinnum > b->skinnum)
6929 // everything we compared is equal
6932 static void R_SortEntities(void)
6934 // below or equal 2 ents, sorting never gains anything
6935 if(r_refdef.scene.numentities <= 2)
6938 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6946 int dpsoftrast_test;
6947 extern cvar_t r_shadow_bouncegrid;
6948 void R_RenderView(void)
6950 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6952 rtexture_t *depthtexture;
6953 rtexture_t *colortexture;
6955 dpsoftrast_test = r_test.integer;
6957 if (r_timereport_active)
6958 R_TimeReport("start");
6959 r_textureframe++; // used only by R_GetCurrentTexture
6960 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6962 if(R_CompileShader_CheckStaticParms())
6965 if (!r_drawentities.integer)
6966 r_refdef.scene.numentities = 0;
6967 else if (r_sortentities.integer)
6970 R_AnimCache_ClearCache();
6971 R_FrameData_NewFrame();
6973 /* adjust for stereo display */
6974 if(R_Stereo_Active())
6976 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);
6977 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6980 if (r_refdef.view.isoverlay)
6982 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6983 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6984 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6985 R_TimeReport("depthclear");
6987 r_refdef.view.showdebug = false;
6989 r_fb.water.enabled = false;
6990 r_fb.water.numwaterplanes = 0;
6992 R_RenderScene(0, NULL, NULL);
6994 r_refdef.view.matrix = originalmatrix;
7000 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7002 r_refdef.view.matrix = originalmatrix;
7006 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7008 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7009 // in sRGB fallback, behave similar to true sRGB: convert this
7010 // value from linear to sRGB
7011 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7013 R_RenderView_UpdateViewVectors();
7015 R_Shadow_UpdateWorldLightSelection();
7017 R_Bloom_StartFrame();
7019 // apply bloom brightness offset
7020 if(r_fb.bloomtexture[0])
7021 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7023 R_Water_StartFrame();
7025 // now we probably have an fbo to render into
7027 depthtexture = r_fb.depthtexture;
7028 colortexture = r_fb.colortexture;
7031 if (r_timereport_active)
7032 R_TimeReport("viewsetup");
7034 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7036 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7038 R_ClearScreen(r_refdef.fogenabled);
7039 if (r_timereport_active)
7040 R_TimeReport("viewclear");
7042 r_refdef.view.clear = true;
7044 r_refdef.view.showdebug = true;
7047 if (r_timereport_active)
7048 R_TimeReport("visibility");
7050 R_AnimCache_CacheVisibleEntities();
7051 if (r_timereport_active)
7052 R_TimeReport("animcache");
7054 R_Shadow_UpdateBounceGridTexture();
7055 if (r_timereport_active && r_shadow_bouncegrid.integer)
7056 R_TimeReport("bouncegrid");
7058 r_fb.water.numwaterplanes = 0;
7059 if (r_fb.water.enabled)
7060 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7062 R_RenderScene(fbo, depthtexture, colortexture);
7063 r_fb.water.numwaterplanes = 0;
7065 R_BlendView(fbo, depthtexture, colortexture);
7066 if (r_timereport_active)
7067 R_TimeReport("blendview");
7069 GL_Scissor(0, 0, vid.width, vid.height);
7070 GL_ScissorTest(false);
7072 r_refdef.view.matrix = originalmatrix;
7077 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7079 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7081 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7082 if (r_timereport_active)
7083 R_TimeReport("waterworld");
7086 // don't let sound skip if going slow
7087 if (r_refdef.scene.extraupdate)
7090 R_DrawModelsAddWaterPlanes();
7091 if (r_timereport_active)
7092 R_TimeReport("watermodels");
7094 if (r_fb.water.numwaterplanes)
7096 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7097 if (r_timereport_active)
7098 R_TimeReport("waterscenes");
7102 extern cvar_t cl_locs_show;
7103 static void R_DrawLocs(void);
7104 static void R_DrawEntityBBoxes(void);
7105 static void R_DrawModelDecals(void);
7106 extern cvar_t cl_decals_newsystem;
7107 extern qboolean r_shadow_usingdeferredprepass;
7108 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7110 qboolean shadowmapping = false;
7112 if (r_timereport_active)
7113 R_TimeReport("beginscene");
7115 r_refdef.stats.renders++;
7119 // don't let sound skip if going slow
7120 if (r_refdef.scene.extraupdate)
7123 R_MeshQueue_BeginScene();
7127 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);
7129 if (r_timereport_active)
7130 R_TimeReport("skystartframe");
7132 if (cl.csqc_vidvars.drawworld)
7134 // don't let sound skip if going slow
7135 if (r_refdef.scene.extraupdate)
7138 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7140 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7141 if (r_timereport_active)
7142 R_TimeReport("worldsky");
7145 if (R_DrawBrushModelsSky() && r_timereport_active)
7146 R_TimeReport("bmodelsky");
7148 if (skyrendermasked && skyrenderlater)
7150 // we have to force off the water clipping plane while rendering sky
7151 R_SetupView(false, fbo, depthtexture, colortexture);
7153 R_SetupView(true, fbo, depthtexture, colortexture);
7154 if (r_timereport_active)
7155 R_TimeReport("sky");
7159 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7160 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7161 R_Shadow_PrepareModelShadows();
7162 if (r_timereport_active)
7163 R_TimeReport("preparelights");
7165 if (R_Shadow_ShadowMappingEnabled())
7166 shadowmapping = true;
7168 if (r_shadow_usingdeferredprepass)
7169 R_Shadow_DrawPrepass();
7171 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7173 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7174 if (r_timereport_active)
7175 R_TimeReport("worlddepth");
7177 if (r_depthfirst.integer >= 2)
7179 R_DrawModelsDepth();
7180 if (r_timereport_active)
7181 R_TimeReport("modeldepth");
7184 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7186 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7187 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7188 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7189 // don't let sound skip if going slow
7190 if (r_refdef.scene.extraupdate)
7194 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7196 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7197 if (r_timereport_active)
7198 R_TimeReport("world");
7201 // don't let sound skip if going slow
7202 if (r_refdef.scene.extraupdate)
7206 if (r_timereport_active)
7207 R_TimeReport("models");
7209 // don't let sound skip if going slow
7210 if (r_refdef.scene.extraupdate)
7213 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7215 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7216 R_DrawModelShadows(fbo, depthtexture, colortexture);
7217 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7218 // don't let sound skip if going slow
7219 if (r_refdef.scene.extraupdate)
7223 if (!r_shadow_usingdeferredprepass)
7225 R_Shadow_DrawLights();
7226 if (r_timereport_active)
7227 R_TimeReport("rtlights");
7230 // don't let sound skip if going slow
7231 if (r_refdef.scene.extraupdate)
7234 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7236 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7237 R_DrawModelShadows(fbo, depthtexture, colortexture);
7238 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7239 // don't let sound skip if going slow
7240 if (r_refdef.scene.extraupdate)
7244 if (cl.csqc_vidvars.drawworld)
7246 if (cl_decals_newsystem.integer)
7248 R_DrawModelDecals();
7249 if (r_timereport_active)
7250 R_TimeReport("modeldecals");
7255 if (r_timereport_active)
7256 R_TimeReport("decals");
7260 if (r_timereport_active)
7261 R_TimeReport("particles");
7264 if (r_timereport_active)
7265 R_TimeReport("explosions");
7267 R_DrawLightningBeams();
7268 if (r_timereport_active)
7269 R_TimeReport("lightning");
7273 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7275 if (r_refdef.view.showdebug)
7277 if (cl_locs_show.integer)
7280 if (r_timereport_active)
7281 R_TimeReport("showlocs");
7284 if (r_drawportals.integer)
7287 if (r_timereport_active)
7288 R_TimeReport("portals");
7291 if (r_showbboxes.value > 0)
7293 R_DrawEntityBBoxes();
7294 if (r_timereport_active)
7295 R_TimeReport("bboxes");
7299 if (r_transparent.integer)
7301 R_MeshQueue_RenderTransparent();
7302 if (r_timereport_active)
7303 R_TimeReport("drawtrans");
7306 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))
7308 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7309 if (r_timereport_active)
7310 R_TimeReport("worlddebug");
7311 R_DrawModelsDebug();
7312 if (r_timereport_active)
7313 R_TimeReport("modeldebug");
7316 if (cl.csqc_vidvars.drawworld)
7318 R_Shadow_DrawCoronas();
7319 if (r_timereport_active)
7320 R_TimeReport("coronas");
7325 GL_DepthTest(false);
7326 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7327 GL_Color(1, 1, 1, 1);
7328 qglBegin(GL_POLYGON);
7329 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7330 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7331 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7332 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7334 qglBegin(GL_POLYGON);
7335 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]);
7336 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]);
7337 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]);
7338 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]);
7340 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7344 // don't let sound skip if going slow
7345 if (r_refdef.scene.extraupdate)
7349 static const unsigned short bboxelements[36] =
7359 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7362 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7364 RSurf_ActiveWorldEntity();
7366 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7367 GL_DepthMask(false);
7368 GL_DepthRange(0, 1);
7369 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7370 // R_Mesh_ResetTextureState();
7372 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7373 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7374 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7375 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7376 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7377 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7378 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7379 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7380 R_FillColors(color4f, 8, cr, cg, cb, ca);
7381 if (r_refdef.fogenabled)
7383 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7385 f1 = RSurf_FogVertex(v);
7387 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7388 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7389 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7392 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7393 R_Mesh_ResetTextureState();
7394 R_SetupShader_Generic_NoTexture(false, false);
7395 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7398 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7400 prvm_prog_t *prog = SVVM_prog;
7403 prvm_edict_t *edict;
7405 // this function draws bounding boxes of server entities
7409 GL_CullFace(GL_NONE);
7410 R_SetupShader_Generic_NoTexture(false, false);
7412 for (i = 0;i < numsurfaces;i++)
7414 edict = PRVM_EDICT_NUM(surfacelist[i]);
7415 switch ((int)PRVM_serveredictfloat(edict, solid))
7417 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7418 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7419 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7420 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7421 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7422 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7423 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7425 color[3] *= r_showbboxes.value;
7426 color[3] = bound(0, color[3], 1);
7427 GL_DepthTest(!r_showdisabledepthtest.integer);
7428 GL_CullFace(r_refdef.view.cullface_front);
7429 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7433 static void R_DrawEntityBBoxes(void)
7436 prvm_edict_t *edict;
7438 prvm_prog_t *prog = SVVM_prog;
7440 // this function draws bounding boxes of server entities
7444 for (i = 0;i < prog->num_edicts;i++)
7446 edict = PRVM_EDICT_NUM(i);
7447 if (edict->priv.server->free)
7449 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7450 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7452 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7454 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7455 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7459 static const int nomodelelement3i[24] =
7471 static const unsigned short nomodelelement3s[24] =
7483 static const float nomodelvertex3f[6*3] =
7493 static const float nomodelcolor4f[6*4] =
7495 0.0f, 0.0f, 0.5f, 1.0f,
7496 0.0f, 0.0f, 0.5f, 1.0f,
7497 0.0f, 0.5f, 0.0f, 1.0f,
7498 0.0f, 0.5f, 0.0f, 1.0f,
7499 0.5f, 0.0f, 0.0f, 1.0f,
7500 0.5f, 0.0f, 0.0f, 1.0f
7503 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7509 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);
7511 // this is only called once per entity so numsurfaces is always 1, and
7512 // surfacelist is always {0}, so this code does not handle batches
7514 if (rsurface.ent_flags & RENDER_ADDITIVE)
7516 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7517 GL_DepthMask(false);
7519 else if (rsurface.colormod[3] < 1)
7521 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7522 GL_DepthMask(false);
7526 GL_BlendFunc(GL_ONE, GL_ZERO);
7529 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7530 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7531 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7532 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7533 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7534 for (i = 0, c = color4f;i < 6;i++, c += 4)
7536 c[0] *= rsurface.colormod[0];
7537 c[1] *= rsurface.colormod[1];
7538 c[2] *= rsurface.colormod[2];
7539 c[3] *= rsurface.colormod[3];
7541 if (r_refdef.fogenabled)
7543 for (i = 0, c = color4f;i < 6;i++, c += 4)
7545 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7547 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7548 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7549 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7552 // R_Mesh_ResetTextureState();
7553 R_SetupShader_Generic_NoTexture(false, false);
7554 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7555 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7558 void R_DrawNoModel(entity_render_t *ent)
7561 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7562 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7563 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7565 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7568 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7570 vec3_t right1, right2, diff, normal;
7572 VectorSubtract (org2, org1, normal);
7574 // calculate 'right' vector for start
7575 VectorSubtract (r_refdef.view.origin, org1, diff);
7576 CrossProduct (normal, diff, right1);
7577 VectorNormalize (right1);
7579 // calculate 'right' vector for end
7580 VectorSubtract (r_refdef.view.origin, org2, diff);
7581 CrossProduct (normal, diff, right2);
7582 VectorNormalize (right2);
7584 vert[ 0] = org1[0] + width * right1[0];
7585 vert[ 1] = org1[1] + width * right1[1];
7586 vert[ 2] = org1[2] + width * right1[2];
7587 vert[ 3] = org1[0] - width * right1[0];
7588 vert[ 4] = org1[1] - width * right1[1];
7589 vert[ 5] = org1[2] - width * right1[2];
7590 vert[ 6] = org2[0] - width * right2[0];
7591 vert[ 7] = org2[1] - width * right2[1];
7592 vert[ 8] = org2[2] - width * right2[2];
7593 vert[ 9] = org2[0] + width * right2[0];
7594 vert[10] = org2[1] + width * right2[1];
7595 vert[11] = org2[2] + width * right2[2];
7598 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)
7600 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7601 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7602 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7603 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7604 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7605 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7606 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7607 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7608 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7609 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7610 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7611 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7614 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7619 VectorSet(v, x, y, z);
7620 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7621 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7623 if (i == mesh->numvertices)
7625 if (mesh->numvertices < mesh->maxvertices)
7627 VectorCopy(v, vertex3f);
7628 mesh->numvertices++;
7630 return mesh->numvertices;
7636 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7640 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7641 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7642 e = mesh->element3i + mesh->numtriangles * 3;
7643 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7645 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7646 if (mesh->numtriangles < mesh->maxtriangles)
7651 mesh->numtriangles++;
7653 element[1] = element[2];
7657 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7661 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7662 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7663 e = mesh->element3i + mesh->numtriangles * 3;
7664 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7666 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7667 if (mesh->numtriangles < mesh->maxtriangles)
7672 mesh->numtriangles++;
7674 element[1] = element[2];
7678 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7679 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7681 int planenum, planenum2;
7684 mplane_t *plane, *plane2;
7686 double temppoints[2][256*3];
7687 // figure out how large a bounding box we need to properly compute this brush
7689 for (w = 0;w < numplanes;w++)
7690 maxdist = max(maxdist, fabs(planes[w].dist));
7691 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7692 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7693 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7697 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7698 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7700 if (planenum2 == planenum)
7702 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);
7705 if (tempnumpoints < 3)
7707 // generate elements forming a triangle fan for this polygon
7708 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7712 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)
7714 texturelayer_t *layer;
7715 layer = t->currentlayers + t->currentnumlayers++;
7717 layer->depthmask = depthmask;
7718 layer->blendfunc1 = blendfunc1;
7719 layer->blendfunc2 = blendfunc2;
7720 layer->texture = texture;
7721 layer->texmatrix = *matrix;
7722 layer->color[0] = r;
7723 layer->color[1] = g;
7724 layer->color[2] = b;
7725 layer->color[3] = a;
7728 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7730 if(parms[0] == 0 && parms[1] == 0)
7732 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7733 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7738 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7741 index = parms[2] + rsurface.shadertime * parms[3];
7742 index -= floor(index);
7743 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7746 case Q3WAVEFUNC_NONE:
7747 case Q3WAVEFUNC_NOISE:
7748 case Q3WAVEFUNC_COUNT:
7751 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7752 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7753 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7754 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7755 case Q3WAVEFUNC_TRIANGLE:
7757 f = index - floor(index);
7770 f = parms[0] + parms[1] * f;
7771 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7772 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7776 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7782 matrix4x4_t matrix, temp;
7783 switch(tcmod->tcmod)
7787 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7788 matrix = r_waterscrollmatrix;
7790 matrix = identitymatrix;
7792 case Q3TCMOD_ENTITYTRANSLATE:
7793 // this is used in Q3 to allow the gamecode to control texcoord
7794 // scrolling on the entity, which is not supported in darkplaces yet.
7795 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7797 case Q3TCMOD_ROTATE:
7798 f = tcmod->parms[0] * rsurface.shadertime;
7799 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7800 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7801 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7804 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7806 case Q3TCMOD_SCROLL:
7807 // extra care is needed because of precision breakdown with large values of time
7808 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7809 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7810 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7812 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7813 w = (int) tcmod->parms[0];
7814 h = (int) tcmod->parms[1];
7815 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7817 idx = (int) floor(f * w * h);
7818 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7820 case Q3TCMOD_STRETCH:
7821 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7822 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7824 case Q3TCMOD_TRANSFORM:
7825 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7826 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7827 VectorSet(tcmat + 6, 0 , 0 , 1);
7828 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7829 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7831 case Q3TCMOD_TURBULENT:
7832 // this is handled in the RSurf_PrepareVertices function
7833 matrix = identitymatrix;
7837 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7840 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7842 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7843 char name[MAX_QPATH];
7844 skinframe_t *skinframe;
7845 unsigned char pixels[296*194];
7846 strlcpy(cache->name, skinname, sizeof(cache->name));
7847 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7848 if (developer_loading.integer)
7849 Con_Printf("loading %s\n", name);
7850 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7851 if (!skinframe || !skinframe->base)
7854 fs_offset_t filesize;
7856 f = FS_LoadFile(name, tempmempool, true, &filesize);
7859 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7860 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7864 cache->skinframe = skinframe;
7867 texture_t *R_GetCurrentTexture(texture_t *t)
7870 const entity_render_t *ent = rsurface.entity;
7871 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7872 q3shaderinfo_layer_tcmod_t *tcmod;
7874 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7875 return t->currentframe;
7876 t->update_lastrenderframe = r_textureframe;
7877 t->update_lastrenderentity = (void *)ent;
7879 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7880 t->camera_entity = ent->entitynumber;
7882 t->camera_entity = 0;
7884 // switch to an alternate material if this is a q1bsp animated material
7886 texture_t *texture = t;
7887 int s = rsurface.ent_skinnum;
7888 if ((unsigned int)s >= (unsigned int)model->numskins)
7890 if (model->skinscenes)
7892 if (model->skinscenes[s].framecount > 1)
7893 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7895 s = model->skinscenes[s].firstframe;
7898 t = t + s * model->num_surfaces;
7901 // use an alternate animation if the entity's frame is not 0,
7902 // and only if the texture has an alternate animation
7903 if (rsurface.ent_alttextures && t->anim_total[1])
7904 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7906 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7908 texture->currentframe = t;
7911 // update currentskinframe to be a qw skin or animation frame
7912 if (rsurface.ent_qwskin >= 0)
7914 i = rsurface.ent_qwskin;
7915 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7917 r_qwskincache_size = cl.maxclients;
7919 Mem_Free(r_qwskincache);
7920 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7922 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7923 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7924 t->currentskinframe = r_qwskincache[i].skinframe;
7925 if (t->currentskinframe == NULL)
7926 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7928 else if (t->numskinframes >= 2)
7929 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7930 if (t->backgroundnumskinframes >= 2)
7931 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7933 t->currentmaterialflags = t->basematerialflags;
7934 t->currentalpha = rsurface.colormod[3];
7935 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7936 t->currentalpha *= r_wateralpha.value;
7937 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7938 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7939 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7940 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7941 if (!(rsurface.ent_flags & RENDER_LIGHT))
7942 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7943 else if (FAKELIGHT_ENABLED)
7945 // no modellight if using fakelight for the map
7947 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7949 // pick a model lighting mode
7950 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7951 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7953 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7955 if (rsurface.ent_flags & RENDER_ADDITIVE)
7956 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7957 else if (t->currentalpha < 1)
7958 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7959 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7960 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7961 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7962 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7963 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7964 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7965 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7966 if (t->backgroundnumskinframes)
7967 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7968 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7970 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7971 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7974 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7975 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7977 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7978 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7980 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7981 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7983 // there is no tcmod
7984 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7986 t->currenttexmatrix = r_waterscrollmatrix;
7987 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7989 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7991 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7992 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7995 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7996 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7997 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7998 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8000 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8001 if (t->currentskinframe->qpixels)
8002 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8003 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8004 if (!t->basetexture)
8005 t->basetexture = r_texture_notexture;
8006 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8007 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8008 t->nmaptexture = t->currentskinframe->nmap;
8009 if (!t->nmaptexture)
8010 t->nmaptexture = r_texture_blanknormalmap;
8011 t->glosstexture = r_texture_black;
8012 t->glowtexture = t->currentskinframe->glow;
8013 t->fogtexture = t->currentskinframe->fog;
8014 t->reflectmasktexture = t->currentskinframe->reflect;
8015 if (t->backgroundnumskinframes)
8017 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8018 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8019 t->backgroundglosstexture = r_texture_black;
8020 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8021 if (!t->backgroundnmaptexture)
8022 t->backgroundnmaptexture = r_texture_blanknormalmap;
8023 // make sure that if glow is going to be used, both textures are not NULL
8024 if (!t->backgroundglowtexture && t->glowtexture)
8025 t->backgroundglowtexture = r_texture_black;
8026 if (!t->glowtexture && t->backgroundglowtexture)
8027 t->glowtexture = r_texture_black;
8031 t->backgroundbasetexture = r_texture_white;
8032 t->backgroundnmaptexture = r_texture_blanknormalmap;
8033 t->backgroundglosstexture = r_texture_black;
8034 t->backgroundglowtexture = NULL;
8036 t->specularpower = r_shadow_glossexponent.value;
8037 // TODO: store reference values for these in the texture?
8038 t->specularscale = 0;
8039 if (r_shadow_gloss.integer > 0)
8041 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8043 if (r_shadow_glossintensity.value > 0)
8045 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8046 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8047 t->specularscale = r_shadow_glossintensity.value;
8050 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8052 t->glosstexture = r_texture_white;
8053 t->backgroundglosstexture = r_texture_white;
8054 t->specularscale = r_shadow_gloss2intensity.value;
8055 t->specularpower = r_shadow_gloss2exponent.value;
8058 t->specularscale *= t->specularscalemod;
8059 t->specularpower *= t->specularpowermod;
8060 t->rtlightambient = 0;
8062 // lightmaps mode looks bad with dlights using actual texturing, so turn
8063 // off the colormap and glossmap, but leave the normalmap on as it still
8064 // accurately represents the shading involved
8065 if (gl_lightmaps.integer)
8067 t->basetexture = r_texture_grey128;
8068 t->pantstexture = r_texture_black;
8069 t->shirttexture = r_texture_black;
8070 if (gl_lightmaps.integer < 2)
8071 t->nmaptexture = r_texture_blanknormalmap;
8072 t->glosstexture = r_texture_black;
8073 t->glowtexture = NULL;
8074 t->fogtexture = NULL;
8075 t->reflectmasktexture = NULL;
8076 t->backgroundbasetexture = NULL;
8077 if (gl_lightmaps.integer < 2)
8078 t->backgroundnmaptexture = r_texture_blanknormalmap;
8079 t->backgroundglosstexture = r_texture_black;
8080 t->backgroundglowtexture = NULL;
8081 t->specularscale = 0;
8082 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8085 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8086 VectorClear(t->dlightcolor);
8087 t->currentnumlayers = 0;
8088 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8090 int blendfunc1, blendfunc2;
8092 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8094 blendfunc1 = GL_SRC_ALPHA;
8095 blendfunc2 = GL_ONE;
8097 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8099 blendfunc1 = GL_SRC_ALPHA;
8100 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8102 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8104 blendfunc1 = t->customblendfunc[0];
8105 blendfunc2 = t->customblendfunc[1];
8109 blendfunc1 = GL_ONE;
8110 blendfunc2 = GL_ZERO;
8112 // don't colormod evilblend textures
8113 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8114 VectorSet(t->lightmapcolor, 1, 1, 1);
8115 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8116 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8118 // fullbright is not affected by r_refdef.lightmapintensity
8119 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]);
8120 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8121 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]);
8122 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8123 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]);
8127 vec3_t ambientcolor;
8129 // set the color tint used for lights affecting this surface
8130 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8132 // q3bsp has no lightmap updates, so the lightstylevalue that
8133 // would normally be baked into the lightmap must be
8134 // applied to the color
8135 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8136 if (model->type == mod_brushq3)
8137 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8138 colorscale *= r_refdef.lightmapintensity;
8139 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8140 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8141 // basic lit geometry
8142 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]);
8143 // add pants/shirt if needed
8144 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8145 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]);
8146 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8147 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]);
8148 // now add ambient passes if needed
8149 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8151 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]);
8152 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8153 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]);
8154 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8155 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]);
8158 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8159 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]);
8160 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8162 // if this is opaque use alpha blend which will darken the earlier
8165 // if this is an alpha blended material, all the earlier passes
8166 // were darkened by fog already, so we only need to add the fog
8167 // color ontop through the fog mask texture
8169 // if this is an additive blended material, all the earlier passes
8170 // were darkened by fog already, and we should not add fog color
8171 // (because the background was not darkened, there is no fog color
8172 // that was lost behind it).
8173 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]);
8177 return t->currentframe;
8180 rsurfacestate_t rsurface;
8182 void RSurf_ActiveWorldEntity(void)
8184 dp_model_t *model = r_refdef.scene.worldmodel;
8185 //if (rsurface.entity == r_refdef.scene.worldentity)
8187 rsurface.entity = r_refdef.scene.worldentity;
8188 rsurface.skeleton = NULL;
8189 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8190 rsurface.ent_skinnum = 0;
8191 rsurface.ent_qwskin = -1;
8192 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8193 rsurface.shadertime = r_refdef.scene.time;
8194 rsurface.matrix = identitymatrix;
8195 rsurface.inversematrix = identitymatrix;
8196 rsurface.matrixscale = 1;
8197 rsurface.inversematrixscale = 1;
8198 R_EntityMatrix(&identitymatrix);
8199 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8200 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8201 rsurface.fograngerecip = r_refdef.fograngerecip;
8202 rsurface.fogheightfade = r_refdef.fogheightfade;
8203 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8204 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8205 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8206 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8207 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8208 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8209 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8210 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8211 rsurface.colormod[3] = 1;
8212 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);
8213 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8214 rsurface.frameblend[0].lerp = 1;
8215 rsurface.ent_alttextures = false;
8216 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8217 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8218 rsurface.entityskeletaltransform3x4 = NULL;
8219 rsurface.entityskeletalnumtransforms = 0;
8220 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8221 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8222 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8223 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8224 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8225 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8226 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8227 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8228 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8229 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8230 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8231 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8232 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8233 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8234 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8235 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8236 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8237 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8238 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8239 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8240 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8241 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8242 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8243 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8244 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8245 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8246 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8247 rsurface.modelelement3i = model->surfmesh.data_element3i;
8248 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8249 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8250 rsurface.modelelement3s = model->surfmesh.data_element3s;
8251 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8252 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8253 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8254 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8255 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8256 rsurface.modelsurfaces = model->data_surfaces;
8257 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8258 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8259 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8260 rsurface.modelgeneratedvertex = false;
8261 rsurface.batchgeneratedvertex = false;
8262 rsurface.batchfirstvertex = 0;
8263 rsurface.batchnumvertices = 0;
8264 rsurface.batchfirsttriangle = 0;
8265 rsurface.batchnumtriangles = 0;
8266 rsurface.batchvertex3f = NULL;
8267 rsurface.batchvertex3f_vertexbuffer = NULL;
8268 rsurface.batchvertex3f_bufferoffset = 0;
8269 rsurface.batchsvector3f = NULL;
8270 rsurface.batchsvector3f_vertexbuffer = NULL;
8271 rsurface.batchsvector3f_bufferoffset = 0;
8272 rsurface.batchtvector3f = NULL;
8273 rsurface.batchtvector3f_vertexbuffer = NULL;
8274 rsurface.batchtvector3f_bufferoffset = 0;
8275 rsurface.batchnormal3f = NULL;
8276 rsurface.batchnormal3f_vertexbuffer = NULL;
8277 rsurface.batchnormal3f_bufferoffset = 0;
8278 rsurface.batchlightmapcolor4f = NULL;
8279 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8280 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8281 rsurface.batchtexcoordtexture2f = NULL;
8282 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8283 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8284 rsurface.batchtexcoordlightmap2f = NULL;
8285 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8286 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8287 rsurface.batchskeletalindex4ub = NULL;
8288 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8289 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8290 rsurface.batchskeletalweight4ub = NULL;
8291 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8292 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8293 rsurface.batchvertexmesh = NULL;
8294 rsurface.batchvertexmeshbuffer = NULL;
8295 rsurface.batchvertex3fbuffer = NULL;
8296 rsurface.batchelement3i = NULL;
8297 rsurface.batchelement3i_indexbuffer = NULL;
8298 rsurface.batchelement3i_bufferoffset = 0;
8299 rsurface.batchelement3s = NULL;
8300 rsurface.batchelement3s_indexbuffer = NULL;
8301 rsurface.batchelement3s_bufferoffset = 0;
8302 rsurface.passcolor4f = NULL;
8303 rsurface.passcolor4f_vertexbuffer = NULL;
8304 rsurface.passcolor4f_bufferoffset = 0;
8305 rsurface.forcecurrenttextureupdate = false;
8308 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8310 dp_model_t *model = ent->model;
8311 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8313 rsurface.entity = (entity_render_t *)ent;
8314 rsurface.skeleton = ent->skeleton;
8315 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8316 rsurface.ent_skinnum = ent->skinnum;
8317 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;
8318 rsurface.ent_flags = ent->flags;
8319 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8320 rsurface.matrix = ent->matrix;
8321 rsurface.inversematrix = ent->inversematrix;
8322 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8323 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8324 R_EntityMatrix(&rsurface.matrix);
8325 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8326 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8327 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8328 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8329 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8330 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8331 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8332 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8333 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8334 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8335 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8336 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8337 rsurface.colormod[3] = ent->alpha;
8338 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8339 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8340 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8341 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8342 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8343 if (ent->model->brush.submodel && !prepass)
8345 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8346 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8348 // if the animcache code decided it should use the shader path, skip the deform step
8349 rsurface.entityskeletaltransform3x4 = ent->animcache_vertex3f ? NULL : ent->animcache_skeletaltransform3x4;
8350 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8351 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8353 if (ent->animcache_vertex3f)
8355 rsurface.modelvertex3f = ent->animcache_vertex3f;
8356 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8357 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8358 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8359 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8360 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8361 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8363 else if (wanttangents)
8365 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8366 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8367 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8368 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8369 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8370 rsurface.modelvertexmesh = NULL;
8371 rsurface.modelvertexmeshbuffer = NULL;
8372 rsurface.modelvertex3fbuffer = NULL;
8374 else if (wantnormals)
8376 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8377 rsurface.modelsvector3f = NULL;
8378 rsurface.modeltvector3f = NULL;
8379 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8380 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8381 rsurface.modelvertexmesh = NULL;
8382 rsurface.modelvertexmeshbuffer = NULL;
8383 rsurface.modelvertex3fbuffer = NULL;
8387 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8388 rsurface.modelsvector3f = NULL;
8389 rsurface.modeltvector3f = NULL;
8390 rsurface.modelnormal3f = NULL;
8391 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8392 rsurface.modelvertexmesh = NULL;
8393 rsurface.modelvertexmeshbuffer = NULL;
8394 rsurface.modelvertex3fbuffer = NULL;
8396 rsurface.modelvertex3f_vertexbuffer = 0;
8397 rsurface.modelvertex3f_bufferoffset = 0;
8398 rsurface.modelsvector3f_vertexbuffer = 0;
8399 rsurface.modelsvector3f_bufferoffset = 0;
8400 rsurface.modeltvector3f_vertexbuffer = 0;
8401 rsurface.modeltvector3f_bufferoffset = 0;
8402 rsurface.modelnormal3f_vertexbuffer = 0;
8403 rsurface.modelnormal3f_bufferoffset = 0;
8404 rsurface.modelgeneratedvertex = true;
8408 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8409 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8410 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8411 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8412 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8413 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8414 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8415 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8416 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8417 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8418 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8419 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8420 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8421 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8422 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8423 rsurface.modelgeneratedvertex = false;
8425 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8426 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8427 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8428 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8429 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8430 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8431 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8432 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8433 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8434 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8435 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8436 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8437 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8438 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8439 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8440 rsurface.modelelement3i = model->surfmesh.data_element3i;
8441 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8442 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8443 rsurface.modelelement3s = model->surfmesh.data_element3s;
8444 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8445 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8446 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8447 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8448 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8449 rsurface.modelsurfaces = model->data_surfaces;
8450 rsurface.batchgeneratedvertex = false;
8451 rsurface.batchfirstvertex = 0;
8452 rsurface.batchnumvertices = 0;
8453 rsurface.batchfirsttriangle = 0;
8454 rsurface.batchnumtriangles = 0;
8455 rsurface.batchvertex3f = NULL;
8456 rsurface.batchvertex3f_vertexbuffer = NULL;
8457 rsurface.batchvertex3f_bufferoffset = 0;
8458 rsurface.batchsvector3f = NULL;
8459 rsurface.batchsvector3f_vertexbuffer = NULL;
8460 rsurface.batchsvector3f_bufferoffset = 0;
8461 rsurface.batchtvector3f = NULL;
8462 rsurface.batchtvector3f_vertexbuffer = NULL;
8463 rsurface.batchtvector3f_bufferoffset = 0;
8464 rsurface.batchnormal3f = NULL;
8465 rsurface.batchnormal3f_vertexbuffer = NULL;
8466 rsurface.batchnormal3f_bufferoffset = 0;
8467 rsurface.batchlightmapcolor4f = NULL;
8468 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8469 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8470 rsurface.batchtexcoordtexture2f = NULL;
8471 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8472 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8473 rsurface.batchtexcoordlightmap2f = NULL;
8474 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8475 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8476 rsurface.batchskeletalindex4ub = NULL;
8477 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8478 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8479 rsurface.batchskeletalweight4ub = NULL;
8480 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8481 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8482 rsurface.batchvertexmesh = NULL;
8483 rsurface.batchvertexmeshbuffer = NULL;
8484 rsurface.batchvertex3fbuffer = NULL;
8485 rsurface.batchelement3i = NULL;
8486 rsurface.batchelement3i_indexbuffer = NULL;
8487 rsurface.batchelement3i_bufferoffset = 0;
8488 rsurface.batchelement3s = NULL;
8489 rsurface.batchelement3s_indexbuffer = NULL;
8490 rsurface.batchelement3s_bufferoffset = 0;
8491 rsurface.passcolor4f = NULL;
8492 rsurface.passcolor4f_vertexbuffer = NULL;
8493 rsurface.passcolor4f_bufferoffset = 0;
8494 rsurface.forcecurrenttextureupdate = false;
8497 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)
8499 rsurface.entity = r_refdef.scene.worldentity;
8500 rsurface.skeleton = NULL;
8501 rsurface.ent_skinnum = 0;
8502 rsurface.ent_qwskin = -1;
8503 rsurface.ent_flags = entflags;
8504 rsurface.shadertime = r_refdef.scene.time - shadertime;
8505 rsurface.modelnumvertices = numvertices;
8506 rsurface.modelnumtriangles = numtriangles;
8507 rsurface.matrix = *matrix;
8508 rsurface.inversematrix = *inversematrix;
8509 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8510 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8511 R_EntityMatrix(&rsurface.matrix);
8512 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8513 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8514 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8515 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8516 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8517 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8518 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8519 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8520 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8521 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8522 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8523 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8524 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);
8525 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8526 rsurface.frameblend[0].lerp = 1;
8527 rsurface.ent_alttextures = false;
8528 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8529 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8530 rsurface.entityskeletaltransform3x4 = NULL;
8531 rsurface.entityskeletalnumtransforms = 0;
8534 rsurface.modelvertex3f = (float *)vertex3f;
8535 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8536 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8537 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8539 else if (wantnormals)
8541 rsurface.modelvertex3f = (float *)vertex3f;
8542 rsurface.modelsvector3f = NULL;
8543 rsurface.modeltvector3f = NULL;
8544 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8548 rsurface.modelvertex3f = (float *)vertex3f;
8549 rsurface.modelsvector3f = NULL;
8550 rsurface.modeltvector3f = NULL;
8551 rsurface.modelnormal3f = NULL;
8553 rsurface.modelvertexmesh = NULL;
8554 rsurface.modelvertexmeshbuffer = NULL;
8555 rsurface.modelvertex3fbuffer = NULL;
8556 rsurface.modelvertex3f_vertexbuffer = 0;
8557 rsurface.modelvertex3f_bufferoffset = 0;
8558 rsurface.modelsvector3f_vertexbuffer = 0;
8559 rsurface.modelsvector3f_bufferoffset = 0;
8560 rsurface.modeltvector3f_vertexbuffer = 0;
8561 rsurface.modeltvector3f_bufferoffset = 0;
8562 rsurface.modelnormal3f_vertexbuffer = 0;
8563 rsurface.modelnormal3f_bufferoffset = 0;
8564 rsurface.modelgeneratedvertex = true;
8565 rsurface.modellightmapcolor4f = (float *)color4f;
8566 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8567 rsurface.modellightmapcolor4f_bufferoffset = 0;
8568 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8569 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8570 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8571 rsurface.modeltexcoordlightmap2f = NULL;
8572 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8573 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8574 rsurface.modelskeletalindex4ub = NULL;
8575 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8576 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8577 rsurface.modelskeletalweight4ub = NULL;
8578 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8579 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8580 rsurface.modelelement3i = (int *)element3i;
8581 rsurface.modelelement3i_indexbuffer = NULL;
8582 rsurface.modelelement3i_bufferoffset = 0;
8583 rsurface.modelelement3s = (unsigned short *)element3s;
8584 rsurface.modelelement3s_indexbuffer = NULL;
8585 rsurface.modelelement3s_bufferoffset = 0;
8586 rsurface.modellightmapoffsets = NULL;
8587 rsurface.modelsurfaces = NULL;
8588 rsurface.batchgeneratedvertex = false;
8589 rsurface.batchfirstvertex = 0;
8590 rsurface.batchnumvertices = 0;
8591 rsurface.batchfirsttriangle = 0;
8592 rsurface.batchnumtriangles = 0;
8593 rsurface.batchvertex3f = NULL;
8594 rsurface.batchvertex3f_vertexbuffer = NULL;
8595 rsurface.batchvertex3f_bufferoffset = 0;
8596 rsurface.batchsvector3f = NULL;
8597 rsurface.batchsvector3f_vertexbuffer = NULL;
8598 rsurface.batchsvector3f_bufferoffset = 0;
8599 rsurface.batchtvector3f = NULL;
8600 rsurface.batchtvector3f_vertexbuffer = NULL;
8601 rsurface.batchtvector3f_bufferoffset = 0;
8602 rsurface.batchnormal3f = NULL;
8603 rsurface.batchnormal3f_vertexbuffer = NULL;
8604 rsurface.batchnormal3f_bufferoffset = 0;
8605 rsurface.batchlightmapcolor4f = NULL;
8606 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8607 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8608 rsurface.batchtexcoordtexture2f = NULL;
8609 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8610 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8611 rsurface.batchtexcoordlightmap2f = NULL;
8612 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8613 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8614 rsurface.batchskeletalindex4ub = NULL;
8615 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8616 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8617 rsurface.batchskeletalweight4ub = NULL;
8618 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8619 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8620 rsurface.batchvertexmesh = NULL;
8621 rsurface.batchvertexmeshbuffer = NULL;
8622 rsurface.batchvertex3fbuffer = NULL;
8623 rsurface.batchelement3i = NULL;
8624 rsurface.batchelement3i_indexbuffer = NULL;
8625 rsurface.batchelement3i_bufferoffset = 0;
8626 rsurface.batchelement3s = NULL;
8627 rsurface.batchelement3s_indexbuffer = NULL;
8628 rsurface.batchelement3s_bufferoffset = 0;
8629 rsurface.passcolor4f = NULL;
8630 rsurface.passcolor4f_vertexbuffer = NULL;
8631 rsurface.passcolor4f_bufferoffset = 0;
8632 rsurface.forcecurrenttextureupdate = true;
8634 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8636 if ((wantnormals || wanttangents) && !normal3f)
8638 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8639 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8641 if (wanttangents && !svector3f)
8643 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8644 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8645 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8650 float RSurf_FogPoint(const float *v)
8652 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8653 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8654 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8655 float FogHeightFade = r_refdef.fogheightfade;
8657 unsigned int fogmasktableindex;
8658 if (r_refdef.fogplaneviewabove)
8659 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8661 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8662 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8663 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8666 float RSurf_FogVertex(const float *v)
8668 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8669 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8670 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8671 float FogHeightFade = rsurface.fogheightfade;
8673 unsigned int fogmasktableindex;
8674 if (r_refdef.fogplaneviewabove)
8675 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8677 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8678 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8679 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8682 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8685 for (i = 0;i < numelements;i++)
8686 outelement3i[i] = inelement3i[i] + adjust;
8689 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8690 extern cvar_t gl_vbo;
8691 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8699 int surfacefirsttriangle;
8700 int surfacenumtriangles;
8701 int surfacefirstvertex;
8702 int surfaceendvertex;
8703 int surfacenumvertices;
8704 int batchnumvertices;
8705 int batchnumtriangles;
8709 qboolean dynamicvertex;
8713 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8716 q3shaderinfo_deform_t *deform;
8717 const msurface_t *surface, *firstsurface;
8718 r_vertexmesh_t *vertexmesh;
8719 if (!texturenumsurfaces)
8721 // find vertex range of this surface batch
8723 firstsurface = texturesurfacelist[0];
8724 firsttriangle = firstsurface->num_firsttriangle;
8725 batchnumvertices = 0;
8726 batchnumtriangles = 0;
8727 firstvertex = endvertex = firstsurface->num_firstvertex;
8728 for (i = 0;i < texturenumsurfaces;i++)
8730 surface = texturesurfacelist[i];
8731 if (surface != firstsurface + i)
8733 surfacefirstvertex = surface->num_firstvertex;
8734 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8735 surfacenumvertices = surface->num_vertices;
8736 surfacenumtriangles = surface->num_triangles;
8737 if (firstvertex > surfacefirstvertex)
8738 firstvertex = surfacefirstvertex;
8739 if (endvertex < surfaceendvertex)
8740 endvertex = surfaceendvertex;
8741 batchnumvertices += surfacenumvertices;
8742 batchnumtriangles += surfacenumtriangles;
8745 // we now know the vertex range used, and if there are any gaps in it
8746 rsurface.batchfirstvertex = firstvertex;
8747 rsurface.batchnumvertices = endvertex - firstvertex;
8748 rsurface.batchfirsttriangle = firsttriangle;
8749 rsurface.batchnumtriangles = batchnumtriangles;
8751 // this variable holds flags for which properties have been updated that
8752 // may require regenerating vertexmesh array...
8755 // check if any dynamic vertex processing must occur
8756 dynamicvertex = false;
8758 // a cvar to force the dynamic vertex path to be taken, for debugging
8759 if (r_batch_debugdynamicvertexpath.integer)
8760 dynamicvertex = true;
8762 // if there is a chance of animated vertex colors, it's a dynamic batch
8763 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8765 dynamicvertex = true;
8766 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8769 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8771 switch (deform->deform)
8774 case Q3DEFORM_PROJECTIONSHADOW:
8775 case Q3DEFORM_TEXT0:
8776 case Q3DEFORM_TEXT1:
8777 case Q3DEFORM_TEXT2:
8778 case Q3DEFORM_TEXT3:
8779 case Q3DEFORM_TEXT4:
8780 case Q3DEFORM_TEXT5:
8781 case Q3DEFORM_TEXT6:
8782 case Q3DEFORM_TEXT7:
8785 case Q3DEFORM_AUTOSPRITE:
8786 dynamicvertex = true;
8787 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
8788 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8790 case Q3DEFORM_AUTOSPRITE2:
8791 dynamicvertex = true;
8792 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8793 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8795 case Q3DEFORM_NORMAL:
8796 dynamicvertex = true;
8797 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8798 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8801 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8802 break; // if wavefunc is a nop, ignore this transform
8803 dynamicvertex = true;
8804 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8805 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8807 case Q3DEFORM_BULGE:
8808 dynamicvertex = true;
8809 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8810 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8813 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8814 break; // if wavefunc is a nop, ignore this transform
8815 dynamicvertex = true;
8816 batchneed |= BATCHNEED_ARRAY_VERTEX;
8817 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8821 switch(rsurface.texture->tcgen.tcgen)
8824 case Q3TCGEN_TEXTURE:
8826 case Q3TCGEN_LIGHTMAP:
8827 dynamicvertex = true;
8828 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8829 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8831 case Q3TCGEN_VECTOR:
8832 dynamicvertex = true;
8833 batchneed |= BATCHNEED_ARRAY_VERTEX;
8834 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8836 case Q3TCGEN_ENVIRONMENT:
8837 dynamicvertex = true;
8838 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
8839 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8842 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8844 dynamicvertex = true;
8845 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8846 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8849 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8851 dynamicvertex = true;
8852 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8855 // when the model data has no vertex buffer (dynamic mesh), we need to
8857 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8858 batchneed |= BATCHNEED_NOGAPS;
8860 // the caller can specify BATCHNEED_NOGAPS to force a batch with
8861 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
8862 // we ensure this by treating the vertex batch as dynamic...
8863 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
8864 dynamicvertex = true;
8868 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8869 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8870 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8871 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8872 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8873 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8874 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8875 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
8878 // if needsupdate, we have to do a dynamic vertex batch for sure
8879 if (needsupdate & batchneed)
8880 dynamicvertex = true;
8882 // see if we need to build vertexmesh from arrays
8883 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8884 dynamicvertex = true;
8886 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
8887 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
8888 batchneed |= BATCHNEED_ARRAY_SKELETAL;
8890 rsurface.batchvertex3f = rsurface.modelvertex3f;
8891 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8892 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8893 rsurface.batchsvector3f = rsurface.modelsvector3f;
8894 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8895 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8896 rsurface.batchtvector3f = rsurface.modeltvector3f;
8897 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8898 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8899 rsurface.batchnormal3f = rsurface.modelnormal3f;
8900 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8901 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8902 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8903 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8904 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8905 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8906 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8907 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8908 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8909 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8910 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8911 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
8912 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
8913 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
8914 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
8915 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
8916 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
8917 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8918 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8919 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8920 rsurface.batchelement3i = rsurface.modelelement3i;
8921 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8922 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8923 rsurface.batchelement3s = rsurface.modelelement3s;
8924 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8925 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8926 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
8927 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
8929 // if any dynamic vertex processing has to occur in software, we copy the
8930 // entire surface list together before processing to rebase the vertices
8931 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8933 // if any gaps exist and we do not have a static vertex buffer, we have to
8934 // copy the surface list together to avoid wasting upload bandwidth on the
8935 // vertices in the gaps.
8937 // if gaps exist and we have a static vertex buffer, we can choose whether
8938 // to combine the index buffer ranges into one dynamic index buffer or
8939 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
8941 // in many cases the batch is reduced to one draw call.
8943 rsurface.batchmultidraw = false;
8944 rsurface.batchmultidrawnumsurfaces = 0;
8945 rsurface.batchmultidrawsurfacelist = NULL;
8949 // static vertex data, just set pointers...
8950 rsurface.batchgeneratedvertex = false;
8951 // if there are gaps, we want to build a combined index buffer,
8952 // otherwise use the original static buffer with an appropriate offset
8955 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
8957 rsurface.batchmultidraw = true;
8958 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
8959 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
8962 // build a new triangle elements array for this batch
8963 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8964 rsurface.batchfirsttriangle = 0;
8966 for (i = 0;i < texturenumsurfaces;i++)
8968 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8969 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8970 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8971 numtriangles += surfacenumtriangles;
8973 rsurface.batchelement3i_indexbuffer = NULL;
8974 rsurface.batchelement3i_bufferoffset = 0;
8975 rsurface.batchelement3s = NULL;
8976 rsurface.batchelement3s_indexbuffer = NULL;
8977 rsurface.batchelement3s_bufferoffset = 0;
8978 if (endvertex <= 65536)
8980 // make a 16bit (unsigned short) index array if possible
8981 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8982 for (i = 0;i < numtriangles*3;i++)
8983 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8989 // something needs software processing, do it for real...
8990 // we only directly handle separate array data in this case and then
8991 // generate interleaved data if needed...
8992 rsurface.batchgeneratedvertex = true;
8994 // now copy the vertex data into a combined array and make an index array
8995 // (this is what Quake3 does all the time)
8996 // we also apply any skeletal animation here that would have been done in
8997 // the vertex shader, because most of the dynamic vertex animation cases
8998 // need actual vertex positions and normals
8999 //if (dynamicvertex)
9001 rsurface.batchvertex3fbuffer = NULL;
9002 rsurface.batchvertexmesh = NULL;
9003 rsurface.batchvertexmeshbuffer = NULL;
9004 rsurface.batchvertex3f = NULL;
9005 rsurface.batchvertex3f_vertexbuffer = NULL;
9006 rsurface.batchvertex3f_bufferoffset = 0;
9007 rsurface.batchsvector3f = NULL;
9008 rsurface.batchsvector3f_vertexbuffer = NULL;
9009 rsurface.batchsvector3f_bufferoffset = 0;
9010 rsurface.batchtvector3f = NULL;
9011 rsurface.batchtvector3f_vertexbuffer = NULL;
9012 rsurface.batchtvector3f_bufferoffset = 0;
9013 rsurface.batchnormal3f = NULL;
9014 rsurface.batchnormal3f_vertexbuffer = NULL;
9015 rsurface.batchnormal3f_bufferoffset = 0;
9016 rsurface.batchlightmapcolor4f = NULL;
9017 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9018 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9019 rsurface.batchtexcoordtexture2f = NULL;
9020 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9021 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9022 rsurface.batchtexcoordlightmap2f = NULL;
9023 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9024 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9025 rsurface.batchskeletalindex4ub = NULL;
9026 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9027 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9028 rsurface.batchskeletalweight4ub = NULL;
9029 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9030 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9031 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9032 rsurface.batchelement3i_indexbuffer = NULL;
9033 rsurface.batchelement3i_bufferoffset = 0;
9034 rsurface.batchelement3s = NULL;
9035 rsurface.batchelement3s_indexbuffer = NULL;
9036 rsurface.batchelement3s_bufferoffset = 0;
9037 // we'll only be setting up certain arrays as needed
9038 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9039 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9040 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9041 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9042 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9043 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9044 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9046 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9047 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9049 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9050 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9051 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9052 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9053 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9054 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9055 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9057 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9058 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9062 for (i = 0;i < texturenumsurfaces;i++)
9064 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9065 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9066 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9067 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9068 // copy only the data requested
9069 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9070 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9071 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9073 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9075 if (rsurface.batchvertex3f)
9076 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9078 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9080 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9082 if (rsurface.modelnormal3f)
9083 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9085 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9087 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9089 if (rsurface.modelsvector3f)
9091 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9092 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9096 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9097 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9100 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9102 if (rsurface.modellightmapcolor4f)
9103 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9105 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9107 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9109 if (rsurface.modeltexcoordtexture2f)
9110 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9112 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9114 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9116 if (rsurface.modeltexcoordlightmap2f)
9117 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9119 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9121 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9123 if (rsurface.modelskeletalindex4ub)
9125 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9126 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9130 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9131 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9132 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9133 for (j = 0;j < surfacenumvertices;j++)
9138 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9139 numvertices += surfacenumvertices;
9140 numtriangles += surfacenumtriangles;
9143 // generate a 16bit index array as well if possible
9144 // (in general, dynamic batches fit)
9145 if (numvertices <= 65536)
9147 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9148 for (i = 0;i < numtriangles*3;i++)
9149 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9152 // since we've copied everything, the batch now starts at 0
9153 rsurface.batchfirstvertex = 0;
9154 rsurface.batchnumvertices = batchnumvertices;
9155 rsurface.batchfirsttriangle = 0;
9156 rsurface.batchnumtriangles = batchnumtriangles;
9159 // apply skeletal animation that would have been done in the vertex shader
9160 if (rsurface.batchskeletaltransform3x4)
9162 const unsigned char *si;
9163 const unsigned char *sw;
9165 const float *b = rsurface.batchskeletaltransform3x4;
9166 float *vp, *vs, *vt, *vn;
9168 float m[3][4], n[3][4];
9169 float tp[3], ts[3], tt[3], tn[3];
9170 si = rsurface.batchskeletalindex4ub;
9171 sw = rsurface.batchskeletalweight4ub;
9172 vp = rsurface.batchvertex3f;
9173 vs = rsurface.batchsvector3f;
9174 vt = rsurface.batchtvector3f;
9175 vn = rsurface.batchnormal3f;
9176 memset(m[0], 0, sizeof(m));
9177 memset(n[0], 0, sizeof(n));
9178 for (i = 0;i < batchnumvertices;i++)
9180 t[0] = b + si[0]*12;
9183 // common case - only one matrix
9197 else if (sw[2] + sw[3])
9200 t[1] = b + si[1]*12;
9201 t[2] = b + si[2]*12;
9202 t[3] = b + si[3]*12;
9203 w[0] = sw[0] * (1.0f / 255.0f);
9204 w[1] = sw[1] * (1.0f / 255.0f);
9205 w[2] = sw[2] * (1.0f / 255.0f);
9206 w[3] = sw[3] * (1.0f / 255.0f);
9207 // blend the matrices
9208 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9209 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9210 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9211 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9212 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9213 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9214 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9215 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9216 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9217 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9218 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9219 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9224 t[1] = b + si[1]*12;
9225 w[0] = sw[0] * (1.0f / 255.0f);
9226 w[1] = sw[1] * (1.0f / 255.0f);
9227 // blend the matrices
9228 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9229 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9230 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9231 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9232 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9233 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9234 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9235 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9236 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9237 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9238 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9239 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9243 // modify the vertex
9245 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9246 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9247 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9251 // the normal transformation matrix is a set of cross products...
9252 CrossProduct(m[1], m[2], n[0]);
9253 CrossProduct(m[2], m[0], n[1]);
9254 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9256 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9257 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9258 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9259 VectorNormalize(vn);
9264 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9265 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9266 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9267 VectorNormalize(vs);
9270 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9271 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9272 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9273 VectorNormalize(vt);
9278 rsurface.batchskeletaltransform3x4 = NULL;
9279 rsurface.batchskeletalnumtransforms = 0;
9282 // q1bsp surfaces rendered in vertex color mode have to have colors
9283 // calculated based on lightstyles
9284 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9286 // generate color arrays for the surfaces in this list
9291 const unsigned char *lm;
9292 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9293 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9294 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9296 for (i = 0;i < texturenumsurfaces;i++)
9298 surface = texturesurfacelist[i];
9299 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9300 surfacenumvertices = surface->num_vertices;
9301 if (surface->lightmapinfo->samples)
9303 for (j = 0;j < surfacenumvertices;j++)
9305 lm = surface->lightmapinfo->samples + offsets[j];
9306 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9307 VectorScale(lm, scale, c);
9308 if (surface->lightmapinfo->styles[1] != 255)
9310 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9312 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9313 VectorMA(c, scale, lm, c);
9314 if (surface->lightmapinfo->styles[2] != 255)
9317 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9318 VectorMA(c, scale, lm, c);
9319 if (surface->lightmapinfo->styles[3] != 255)
9322 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9323 VectorMA(c, scale, lm, c);
9330 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);
9336 for (j = 0;j < surfacenumvertices;j++)
9338 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9345 // if vertices are deformed (sprite flares and things in maps, possibly
9346 // water waves, bulges and other deformations), modify the copied vertices
9348 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9350 switch (deform->deform)
9353 case Q3DEFORM_PROJECTIONSHADOW:
9354 case Q3DEFORM_TEXT0:
9355 case Q3DEFORM_TEXT1:
9356 case Q3DEFORM_TEXT2:
9357 case Q3DEFORM_TEXT3:
9358 case Q3DEFORM_TEXT4:
9359 case Q3DEFORM_TEXT5:
9360 case Q3DEFORM_TEXT6:
9361 case Q3DEFORM_TEXT7:
9364 case Q3DEFORM_AUTOSPRITE:
9365 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9366 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9367 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9368 VectorNormalize(newforward);
9369 VectorNormalize(newright);
9370 VectorNormalize(newup);
9371 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9372 // rsurface.batchvertex3f_vertexbuffer = NULL;
9373 // rsurface.batchvertex3f_bufferoffset = 0;
9374 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9375 // rsurface.batchsvector3f_vertexbuffer = NULL;
9376 // rsurface.batchsvector3f_bufferoffset = 0;
9377 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9378 // rsurface.batchtvector3f_vertexbuffer = NULL;
9379 // rsurface.batchtvector3f_bufferoffset = 0;
9380 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9381 // rsurface.batchnormal3f_vertexbuffer = NULL;
9382 // rsurface.batchnormal3f_bufferoffset = 0;
9383 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9384 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9385 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9386 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9387 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);
9388 // a single autosprite surface can contain multiple sprites...
9389 for (j = 0;j < batchnumvertices - 3;j += 4)
9391 VectorClear(center);
9392 for (i = 0;i < 4;i++)
9393 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9394 VectorScale(center, 0.25f, center);
9395 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9396 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9397 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9398 for (i = 0;i < 4;i++)
9400 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9401 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9404 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9405 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9406 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);
9408 case Q3DEFORM_AUTOSPRITE2:
9409 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9410 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9411 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9412 VectorNormalize(newforward);
9413 VectorNormalize(newright);
9414 VectorNormalize(newup);
9415 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9416 // rsurface.batchvertex3f_vertexbuffer = NULL;
9417 // rsurface.batchvertex3f_bufferoffset = 0;
9419 const float *v1, *v2;
9429 memset(shortest, 0, sizeof(shortest));
9430 // a single autosprite surface can contain multiple sprites...
9431 for (j = 0;j < batchnumvertices - 3;j += 4)
9433 VectorClear(center);
9434 for (i = 0;i < 4;i++)
9435 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9436 VectorScale(center, 0.25f, center);
9437 // find the two shortest edges, then use them to define the
9438 // axis vectors for rotating around the central axis
9439 for (i = 0;i < 6;i++)
9441 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9442 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9443 l = VectorDistance2(v1, v2);
9444 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9446 l += (1.0f / 1024.0f);
9447 if (shortest[0].length2 > l || i == 0)
9449 shortest[1] = shortest[0];
9450 shortest[0].length2 = l;
9451 shortest[0].v1 = v1;
9452 shortest[0].v2 = v2;
9454 else if (shortest[1].length2 > l || i == 1)
9456 shortest[1].length2 = l;
9457 shortest[1].v1 = v1;
9458 shortest[1].v2 = v2;
9461 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9462 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9463 // this calculates the right vector from the shortest edge
9464 // and the up vector from the edge midpoints
9465 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9466 VectorNormalize(right);
9467 VectorSubtract(end, start, up);
9468 VectorNormalize(up);
9469 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9470 VectorSubtract(rsurface.localvieworigin, center, forward);
9471 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9472 VectorNegate(forward, forward);
9473 VectorReflect(forward, 0, up, forward);
9474 VectorNormalize(forward);
9475 CrossProduct(up, forward, newright);
9476 VectorNormalize(newright);
9477 // rotate the quad around the up axis vector, this is made
9478 // especially easy by the fact we know the quad is flat,
9479 // so we only have to subtract the center position and
9480 // measure distance along the right vector, and then
9481 // multiply that by the newright vector and add back the
9483 // we also need to subtract the old position to undo the
9484 // displacement from the center, which we do with a
9485 // DotProduct, the subtraction/addition of center is also
9486 // optimized into DotProducts here
9487 l = DotProduct(right, center);
9488 for (i = 0;i < 4;i++)
9490 v1 = rsurface.batchvertex3f + 3*(j+i);
9491 f = DotProduct(right, v1) - l;
9492 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9496 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9498 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9499 // rsurface.batchnormal3f_vertexbuffer = NULL;
9500 // rsurface.batchnormal3f_bufferoffset = 0;
9501 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9503 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9505 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9506 // rsurface.batchsvector3f_vertexbuffer = NULL;
9507 // rsurface.batchsvector3f_bufferoffset = 0;
9508 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9509 // rsurface.batchtvector3f_vertexbuffer = NULL;
9510 // rsurface.batchtvector3f_bufferoffset = 0;
9511 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);
9514 case Q3DEFORM_NORMAL:
9515 // deform the normals to make reflections wavey
9516 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9517 rsurface.batchnormal3f_vertexbuffer = NULL;
9518 rsurface.batchnormal3f_bufferoffset = 0;
9519 for (j = 0;j < batchnumvertices;j++)
9522 float *normal = rsurface.batchnormal3f + 3*j;
9523 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9524 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9525 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9526 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9527 VectorNormalize(normal);
9529 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9531 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9532 // rsurface.batchsvector3f_vertexbuffer = NULL;
9533 // rsurface.batchsvector3f_bufferoffset = 0;
9534 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9535 // rsurface.batchtvector3f_vertexbuffer = NULL;
9536 // rsurface.batchtvector3f_bufferoffset = 0;
9537 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);
9541 // deform vertex array to make wavey water and flags and such
9542 waveparms[0] = deform->waveparms[0];
9543 waveparms[1] = deform->waveparms[1];
9544 waveparms[2] = deform->waveparms[2];
9545 waveparms[3] = deform->waveparms[3];
9546 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9547 break; // if wavefunc is a nop, don't make a dynamic vertex array
9548 // this is how a divisor of vertex influence on deformation
9549 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9550 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9551 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9552 // rsurface.batchvertex3f_vertexbuffer = NULL;
9553 // rsurface.batchvertex3f_bufferoffset = 0;
9554 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9555 // rsurface.batchnormal3f_vertexbuffer = NULL;
9556 // rsurface.batchnormal3f_bufferoffset = 0;
9557 for (j = 0;j < batchnumvertices;j++)
9559 // if the wavefunc depends on time, evaluate it per-vertex
9562 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9563 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9565 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9567 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9568 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9569 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9571 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9572 // rsurface.batchsvector3f_vertexbuffer = NULL;
9573 // rsurface.batchsvector3f_bufferoffset = 0;
9574 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9575 // rsurface.batchtvector3f_vertexbuffer = NULL;
9576 // rsurface.batchtvector3f_bufferoffset = 0;
9577 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);
9580 case Q3DEFORM_BULGE:
9581 // deform vertex array to make the surface have moving bulges
9582 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9583 // rsurface.batchvertex3f_vertexbuffer = NULL;
9584 // rsurface.batchvertex3f_bufferoffset = 0;
9585 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9586 // rsurface.batchnormal3f_vertexbuffer = NULL;
9587 // rsurface.batchnormal3f_bufferoffset = 0;
9588 for (j = 0;j < batchnumvertices;j++)
9590 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9591 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9593 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9594 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9595 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9597 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9598 // rsurface.batchsvector3f_vertexbuffer = NULL;
9599 // rsurface.batchsvector3f_bufferoffset = 0;
9600 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9601 // rsurface.batchtvector3f_vertexbuffer = NULL;
9602 // rsurface.batchtvector3f_bufferoffset = 0;
9603 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);
9607 // deform vertex array
9608 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9609 break; // if wavefunc is a nop, don't make a dynamic vertex array
9610 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9611 VectorScale(deform->parms, scale, waveparms);
9612 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9613 // rsurface.batchvertex3f_vertexbuffer = NULL;
9614 // rsurface.batchvertex3f_bufferoffset = 0;
9615 for (j = 0;j < batchnumvertices;j++)
9616 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9621 // generate texcoords based on the chosen texcoord source
9622 switch(rsurface.texture->tcgen.tcgen)
9625 case Q3TCGEN_TEXTURE:
9627 case Q3TCGEN_LIGHTMAP:
9628 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9629 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9630 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9631 if (rsurface.batchtexcoordlightmap2f)
9632 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9634 case Q3TCGEN_VECTOR:
9635 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9636 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9637 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9638 for (j = 0;j < batchnumvertices;j++)
9640 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9641 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9644 case Q3TCGEN_ENVIRONMENT:
9645 // make environment reflections using a spheremap
9646 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9647 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9648 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9649 for (j = 0;j < batchnumvertices;j++)
9651 // identical to Q3A's method, but executed in worldspace so
9652 // carried models can be shiny too
9654 float viewer[3], d, reflected[3], worldreflected[3];
9656 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9657 // VectorNormalize(viewer);
9659 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9661 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9662 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9663 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9664 // note: this is proportinal to viewer, so we can normalize later
9666 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9667 VectorNormalize(worldreflected);
9669 // note: this sphere map only uses world x and z!
9670 // so positive and negative y will LOOK THE SAME.
9671 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9672 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9676 // the only tcmod that needs software vertex processing is turbulent, so
9677 // check for it here and apply the changes if needed
9678 // and we only support that as the first one
9679 // (handling a mixture of turbulent and other tcmods would be problematic
9680 // without punting it entirely to a software path)
9681 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9683 amplitude = rsurface.texture->tcmods[0].parms[1];
9684 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9685 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9686 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9687 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9688 for (j = 0;j < batchnumvertices;j++)
9690 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);
9691 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9695 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9697 // convert the modified arrays to vertex structs
9698 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9699 // rsurface.batchvertexmeshbuffer = NULL;
9700 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9701 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9702 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9703 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9704 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9705 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9706 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9708 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9710 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9711 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9714 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9715 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9716 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9717 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9718 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9719 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9720 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9721 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9722 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9723 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
9725 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9727 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
9728 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
9734 void RSurf_DrawBatch(void)
9736 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9737 // through the pipeline, killing it earlier in the pipeline would have
9738 // per-surface overhead rather than per-batch overhead, so it's best to
9739 // reject it here, before it hits glDraw.
9740 if (rsurface.batchnumtriangles == 0)
9743 // batch debugging code
9744 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9750 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9751 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9754 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9756 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9758 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9759 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);
9766 if (rsurface.batchmultidraw)
9768 // issue multiple draws rather than copying index data
9769 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
9770 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
9771 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
9772 for (i = 0;i < numsurfaces;)
9774 // combine consecutive surfaces as one draw
9775 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
9776 if (surfacelist[j] != surfacelist[k] + 1)
9778 firstvertex = surfacelist[i]->num_firstvertex;
9779 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
9780 firsttriangle = surfacelist[i]->num_firsttriangle;
9781 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
9782 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9788 // there is only one consecutive run of index data (may have been combined)
9789 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);
9793 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9795 // pick the closest matching water plane
9796 int planeindex, vertexindex, bestplaneindex = -1;
9800 r_waterstate_waterplane_t *p;
9801 qboolean prepared = false;
9803 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9805 if(p->camera_entity != rsurface.texture->camera_entity)
9810 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
9812 if(rsurface.batchnumvertices == 0)
9815 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9817 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9818 d += fabs(PlaneDiff(vert, &p->plane));
9820 if (bestd > d || bestplaneindex < 0)
9823 bestplaneindex = planeindex;
9826 return bestplaneindex;
9827 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9828 // this situation though, as it might be better to render single larger
9829 // batches with useless stuff (backface culled for example) than to
9830 // render multiple smaller batches
9833 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9836 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9837 rsurface.passcolor4f_vertexbuffer = 0;
9838 rsurface.passcolor4f_bufferoffset = 0;
9839 for (i = 0;i < rsurface.batchnumvertices;i++)
9840 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9843 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9850 if (rsurface.passcolor4f)
9852 // generate color arrays
9853 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9854 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9855 rsurface.passcolor4f_vertexbuffer = 0;
9856 rsurface.passcolor4f_bufferoffset = 0;
9857 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)
9859 f = RSurf_FogVertex(v);
9868 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9869 rsurface.passcolor4f_vertexbuffer = 0;
9870 rsurface.passcolor4f_bufferoffset = 0;
9871 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9873 f = RSurf_FogVertex(v);
9882 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9889 if (!rsurface.passcolor4f)
9891 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9892 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9893 rsurface.passcolor4f_vertexbuffer = 0;
9894 rsurface.passcolor4f_bufferoffset = 0;
9895 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)
9897 f = RSurf_FogVertex(v);
9898 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9899 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9900 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9905 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9910 if (!rsurface.passcolor4f)
9912 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9913 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9914 rsurface.passcolor4f_vertexbuffer = 0;
9915 rsurface.passcolor4f_bufferoffset = 0;
9916 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9925 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9930 if (!rsurface.passcolor4f)
9932 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9933 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9934 rsurface.passcolor4f_vertexbuffer = 0;
9935 rsurface.passcolor4f_bufferoffset = 0;
9936 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9938 c2[0] = c[0] + r_refdef.scene.ambient;
9939 c2[1] = c[1] + r_refdef.scene.ambient;
9940 c2[2] = c[2] + r_refdef.scene.ambient;
9945 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9948 rsurface.passcolor4f = NULL;
9949 rsurface.passcolor4f_vertexbuffer = 0;
9950 rsurface.passcolor4f_bufferoffset = 0;
9951 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9952 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9953 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9954 GL_Color(r, g, b, a);
9955 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9959 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9961 // TODO: optimize applyfog && applycolor case
9962 // just apply fog if necessary, and tint the fog color array if necessary
9963 rsurface.passcolor4f = NULL;
9964 rsurface.passcolor4f_vertexbuffer = 0;
9965 rsurface.passcolor4f_bufferoffset = 0;
9966 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9967 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9968 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9969 GL_Color(r, g, b, a);
9973 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9976 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9977 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9978 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9979 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9980 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9981 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9982 GL_Color(r, g, b, a);
9986 static void RSurf_DrawBatch_GL11_ClampColor(void)
9991 if (!rsurface.passcolor4f)
9993 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9995 c2[0] = bound(0.0f, c1[0], 1.0f);
9996 c2[1] = bound(0.0f, c1[1], 1.0f);
9997 c2[2] = bound(0.0f, c1[2], 1.0f);
9998 c2[3] = bound(0.0f, c1[3], 1.0f);
10002 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10012 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10013 rsurface.passcolor4f_vertexbuffer = 0;
10014 rsurface.passcolor4f_bufferoffset = 0;
10015 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)
10017 f = -DotProduct(r_refdef.view.forward, n);
10019 f = f * 0.85 + 0.15; // work around so stuff won't get black
10020 f *= r_refdef.lightmapintensity;
10021 Vector4Set(c, f, f, f, 1);
10025 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10027 RSurf_DrawBatch_GL11_ApplyFakeLight();
10028 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10029 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10030 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10031 GL_Color(r, g, b, a);
10035 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10043 vec3_t ambientcolor;
10044 vec3_t diffusecolor;
10048 VectorCopy(rsurface.modellight_lightdir, lightdir);
10049 f = 0.5f * r_refdef.lightmapintensity;
10050 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10051 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10052 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10053 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10054 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10055 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10057 if (VectorLength2(diffusecolor) > 0)
10059 // q3-style directional shading
10060 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10061 rsurface.passcolor4f_vertexbuffer = 0;
10062 rsurface.passcolor4f_bufferoffset = 0;
10063 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)
10065 if ((f = DotProduct(n, lightdir)) > 0)
10066 VectorMA(ambientcolor, f, diffusecolor, c);
10068 VectorCopy(ambientcolor, c);
10075 *applycolor = false;
10079 *r = ambientcolor[0];
10080 *g = ambientcolor[1];
10081 *b = ambientcolor[2];
10082 rsurface.passcolor4f = NULL;
10083 rsurface.passcolor4f_vertexbuffer = 0;
10084 rsurface.passcolor4f_bufferoffset = 0;
10088 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10090 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10091 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10092 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10093 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10094 GL_Color(r, g, b, a);
10098 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10106 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10107 rsurface.passcolor4f_vertexbuffer = 0;
10108 rsurface.passcolor4f_bufferoffset = 0;
10110 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10112 f = 1 - RSurf_FogVertex(v);
10120 void RSurf_SetupDepthAndCulling(void)
10122 // submodels are biased to avoid z-fighting with world surfaces that they
10123 // may be exactly overlapping (avoids z-fighting artifacts on certain
10124 // doors and things in Quake maps)
10125 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10126 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10127 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10128 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10131 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10133 // transparent sky would be ridiculous
10134 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10136 R_SetupShader_Generic_NoTexture(false, false);
10137 skyrenderlater = true;
10138 RSurf_SetupDepthAndCulling();
10139 GL_DepthMask(true);
10140 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10141 // skymasking on them, and Quake3 never did sky masking (unlike
10142 // software Quake and software Quake2), so disable the sky masking
10143 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10144 // and skymasking also looks very bad when noclipping outside the
10145 // level, so don't use it then either.
10146 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10148 R_Mesh_ResetTextureState();
10149 if (skyrendermasked)
10151 R_SetupShader_DepthOrShadow(false, false, false);
10152 // depth-only (masking)
10153 GL_ColorMask(0,0,0,0);
10154 // just to make sure that braindead drivers don't draw
10155 // anything despite that colormask...
10156 GL_BlendFunc(GL_ZERO, GL_ONE);
10157 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10158 if (rsurface.batchvertex3fbuffer)
10159 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10161 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10165 R_SetupShader_Generic_NoTexture(false, false);
10167 GL_BlendFunc(GL_ONE, GL_ZERO);
10168 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10169 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10170 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10173 if (skyrendermasked)
10174 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10176 R_Mesh_ResetTextureState();
10177 GL_Color(1, 1, 1, 1);
10180 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10181 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10182 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10184 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10188 // render screenspace normalmap to texture
10189 GL_DepthMask(true);
10190 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10195 // bind lightmap texture
10197 // water/refraction/reflection/camera surfaces have to be handled specially
10198 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10200 int start, end, startplaneindex;
10201 for (start = 0;start < texturenumsurfaces;start = end)
10203 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10204 if(startplaneindex < 0)
10206 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10207 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10211 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10213 // now that we have a batch using the same planeindex, render it
10214 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10216 // render water or distortion background
10217 GL_DepthMask(true);
10218 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);
10220 // blend surface on top
10221 GL_DepthMask(false);
10222 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10225 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10227 // render surface with reflection texture as input
10228 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10229 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);
10236 // render surface batch normally
10237 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10238 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);
10242 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10244 // OpenGL 1.3 path - anything not completely ancient
10245 qboolean applycolor;
10248 const texturelayer_t *layer;
10249 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);
10250 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10252 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10255 int layertexrgbscale;
10256 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10258 if (layerindex == 0)
10259 GL_AlphaTest(true);
10262 GL_AlphaTest(false);
10263 GL_DepthFunc(GL_EQUAL);
10266 GL_DepthMask(layer->depthmask && writedepth);
10267 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10268 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10270 layertexrgbscale = 4;
10271 VectorScale(layer->color, 0.25f, layercolor);
10273 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10275 layertexrgbscale = 2;
10276 VectorScale(layer->color, 0.5f, layercolor);
10280 layertexrgbscale = 1;
10281 VectorScale(layer->color, 1.0f, layercolor);
10283 layercolor[3] = layer->color[3];
10284 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10285 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10286 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10287 switch (layer->type)
10289 case TEXTURELAYERTYPE_LITTEXTURE:
10290 // single-pass lightmapped texture with 2x rgbscale
10291 R_Mesh_TexBind(0, r_texture_white);
10292 R_Mesh_TexMatrix(0, NULL);
10293 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10294 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10295 R_Mesh_TexBind(1, layer->texture);
10296 R_Mesh_TexMatrix(1, &layer->texmatrix);
10297 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10298 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10299 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10300 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10301 else if (FAKELIGHT_ENABLED)
10302 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10303 else if (rsurface.uselightmaptexture)
10304 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10306 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10308 case TEXTURELAYERTYPE_TEXTURE:
10309 // singletexture unlit texture with transparency support
10310 R_Mesh_TexBind(0, layer->texture);
10311 R_Mesh_TexMatrix(0, &layer->texmatrix);
10312 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10313 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10314 R_Mesh_TexBind(1, 0);
10315 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10316 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10318 case TEXTURELAYERTYPE_FOG:
10319 // singletexture fogging
10320 if (layer->texture)
10322 R_Mesh_TexBind(0, layer->texture);
10323 R_Mesh_TexMatrix(0, &layer->texmatrix);
10324 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10325 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10329 R_Mesh_TexBind(0, 0);
10330 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10332 R_Mesh_TexBind(1, 0);
10333 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10334 // generate a color array for the fog pass
10335 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10336 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10340 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10343 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10345 GL_DepthFunc(GL_LEQUAL);
10346 GL_AlphaTest(false);
10350 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10352 // OpenGL 1.1 - crusty old voodoo path
10355 const texturelayer_t *layer;
10356 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);
10357 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10359 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10363 if (layerindex == 0)
10364 GL_AlphaTest(true);
10367 GL_AlphaTest(false);
10368 GL_DepthFunc(GL_EQUAL);
10371 GL_DepthMask(layer->depthmask && writedepth);
10372 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10373 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10374 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10375 switch (layer->type)
10377 case TEXTURELAYERTYPE_LITTEXTURE:
10378 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10380 // two-pass lit texture with 2x rgbscale
10381 // first the lightmap pass
10382 R_Mesh_TexBind(0, r_texture_white);
10383 R_Mesh_TexMatrix(0, NULL);
10384 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10385 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10386 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10387 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10388 else if (FAKELIGHT_ENABLED)
10389 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10390 else if (rsurface.uselightmaptexture)
10391 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10393 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10394 // then apply the texture to it
10395 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10396 R_Mesh_TexBind(0, layer->texture);
10397 R_Mesh_TexMatrix(0, &layer->texmatrix);
10398 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10399 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10400 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);
10404 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10405 R_Mesh_TexBind(0, layer->texture);
10406 R_Mesh_TexMatrix(0, &layer->texmatrix);
10407 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10408 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10409 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10410 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);
10411 else if (FAKELIGHT_ENABLED)
10412 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);
10414 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);
10417 case TEXTURELAYERTYPE_TEXTURE:
10418 // singletexture unlit texture with transparency support
10419 R_Mesh_TexBind(0, layer->texture);
10420 R_Mesh_TexMatrix(0, &layer->texmatrix);
10421 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10422 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10423 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);
10425 case TEXTURELAYERTYPE_FOG:
10426 // singletexture fogging
10427 if (layer->texture)
10429 R_Mesh_TexBind(0, layer->texture);
10430 R_Mesh_TexMatrix(0, &layer->texmatrix);
10431 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10432 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10436 R_Mesh_TexBind(0, 0);
10437 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10439 // generate a color array for the fog pass
10440 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10441 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10445 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10450 GL_DepthFunc(GL_LEQUAL);
10451 GL_AlphaTest(false);
10455 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10459 r_vertexgeneric_t *batchvertex;
10462 // R_Mesh_ResetTextureState();
10463 R_SetupShader_Generic_NoTexture(false, false);
10465 if(rsurface.texture && rsurface.texture->currentskinframe)
10467 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10468 c[3] *= rsurface.texture->currentalpha;
10478 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10480 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10481 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10482 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10485 // brighten it up (as texture value 127 means "unlit")
10486 c[0] *= 2 * r_refdef.view.colorscale;
10487 c[1] *= 2 * r_refdef.view.colorscale;
10488 c[2] *= 2 * r_refdef.view.colorscale;
10490 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10491 c[3] *= r_wateralpha.value;
10493 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10495 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10496 GL_DepthMask(false);
10498 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10500 GL_BlendFunc(GL_ONE, GL_ONE);
10501 GL_DepthMask(false);
10503 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10505 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10506 GL_DepthMask(false);
10508 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10510 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10511 GL_DepthMask(false);
10515 GL_BlendFunc(GL_ONE, GL_ZERO);
10516 GL_DepthMask(writedepth);
10519 if (r_showsurfaces.integer == 3)
10521 rsurface.passcolor4f = NULL;
10523 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10525 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10527 rsurface.passcolor4f = NULL;
10528 rsurface.passcolor4f_vertexbuffer = 0;
10529 rsurface.passcolor4f_bufferoffset = 0;
10531 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10533 qboolean applycolor = true;
10536 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10538 r_refdef.lightmapintensity = 1;
10539 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10540 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10542 else if (FAKELIGHT_ENABLED)
10544 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10546 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10547 RSurf_DrawBatch_GL11_ApplyFakeLight();
10548 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10552 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10554 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10555 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10556 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10559 if(!rsurface.passcolor4f)
10560 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10562 RSurf_DrawBatch_GL11_ApplyAmbient();
10563 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10564 if(r_refdef.fogenabled)
10565 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10566 RSurf_DrawBatch_GL11_ClampColor();
10568 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10569 R_SetupShader_Generic_NoTexture(false, false);
10572 else if (!r_refdef.view.showdebug)
10574 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10575 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10576 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10578 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10579 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10581 R_Mesh_PrepareVertices_Generic_Unlock();
10584 else if (r_showsurfaces.integer == 4)
10586 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10587 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10588 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10590 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10591 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10592 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10594 R_Mesh_PrepareVertices_Generic_Unlock();
10597 else if (r_showsurfaces.integer == 2)
10600 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10601 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10602 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10604 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10605 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10606 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10607 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10608 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10609 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10610 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10612 R_Mesh_PrepareVertices_Generic_Unlock();
10613 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10617 int texturesurfaceindex;
10619 const msurface_t *surface;
10620 float surfacecolor4f[4];
10621 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10622 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10624 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10626 surface = texturesurfacelist[texturesurfaceindex];
10627 k = (int)(((size_t)surface) / sizeof(msurface_t));
10628 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10629 for (j = 0;j < surface->num_vertices;j++)
10631 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10632 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10636 R_Mesh_PrepareVertices_Generic_Unlock();
10641 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10644 RSurf_SetupDepthAndCulling();
10645 if (r_showsurfaces.integer)
10647 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10650 switch (vid.renderpath)
10652 case RENDERPATH_GL20:
10653 case RENDERPATH_D3D9:
10654 case RENDERPATH_D3D10:
10655 case RENDERPATH_D3D11:
10656 case RENDERPATH_SOFT:
10657 case RENDERPATH_GLES2:
10658 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10660 case RENDERPATH_GL13:
10661 case RENDERPATH_GLES1:
10662 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10664 case RENDERPATH_GL11:
10665 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10671 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10674 RSurf_SetupDepthAndCulling();
10675 if (r_showsurfaces.integer)
10677 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10680 switch (vid.renderpath)
10682 case RENDERPATH_GL20:
10683 case RENDERPATH_D3D9:
10684 case RENDERPATH_D3D10:
10685 case RENDERPATH_D3D11:
10686 case RENDERPATH_SOFT:
10687 case RENDERPATH_GLES2:
10688 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10690 case RENDERPATH_GL13:
10691 case RENDERPATH_GLES1:
10692 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10694 case RENDERPATH_GL11:
10695 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10701 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10704 int texturenumsurfaces, endsurface;
10705 texture_t *texture;
10706 const msurface_t *surface;
10707 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10709 // if the model is static it doesn't matter what value we give for
10710 // wantnormals and wanttangents, so this logic uses only rules applicable
10711 // to a model, knowing that they are meaningless otherwise
10712 if (ent == r_refdef.scene.worldentity)
10713 RSurf_ActiveWorldEntity();
10714 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10715 RSurf_ActiveModelEntity(ent, false, false, false);
10718 switch (vid.renderpath)
10720 case RENDERPATH_GL20:
10721 case RENDERPATH_D3D9:
10722 case RENDERPATH_D3D10:
10723 case RENDERPATH_D3D11:
10724 case RENDERPATH_SOFT:
10725 case RENDERPATH_GLES2:
10726 RSurf_ActiveModelEntity(ent, true, true, false);
10728 case RENDERPATH_GL11:
10729 case RENDERPATH_GL13:
10730 case RENDERPATH_GLES1:
10731 RSurf_ActiveModelEntity(ent, true, false, false);
10736 if (r_transparentdepthmasking.integer)
10738 qboolean setup = false;
10739 for (i = 0;i < numsurfaces;i = j)
10742 surface = rsurface.modelsurfaces + surfacelist[i];
10743 texture = surface->texture;
10744 rsurface.texture = R_GetCurrentTexture(texture);
10745 rsurface.lightmaptexture = NULL;
10746 rsurface.deluxemaptexture = NULL;
10747 rsurface.uselightmaptexture = false;
10748 // scan ahead until we find a different texture
10749 endsurface = min(i + 1024, numsurfaces);
10750 texturenumsurfaces = 0;
10751 texturesurfacelist[texturenumsurfaces++] = surface;
10752 for (;j < endsurface;j++)
10754 surface = rsurface.modelsurfaces + surfacelist[j];
10755 if (texture != surface->texture)
10757 texturesurfacelist[texturenumsurfaces++] = surface;
10759 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10761 // render the range of surfaces as depth
10765 GL_ColorMask(0,0,0,0);
10767 GL_DepthTest(true);
10768 GL_BlendFunc(GL_ONE, GL_ZERO);
10769 GL_DepthMask(true);
10770 // R_Mesh_ResetTextureState();
10772 RSurf_SetupDepthAndCulling();
10773 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10774 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
10775 if (rsurface.batchvertex3fbuffer)
10776 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10778 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10782 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10785 for (i = 0;i < numsurfaces;i = j)
10788 surface = rsurface.modelsurfaces + surfacelist[i];
10789 texture = surface->texture;
10790 rsurface.texture = R_GetCurrentTexture(texture);
10791 // scan ahead until we find a different texture
10792 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10793 texturenumsurfaces = 0;
10794 texturesurfacelist[texturenumsurfaces++] = surface;
10795 if(FAKELIGHT_ENABLED)
10797 rsurface.lightmaptexture = NULL;
10798 rsurface.deluxemaptexture = NULL;
10799 rsurface.uselightmaptexture = false;
10800 for (;j < endsurface;j++)
10802 surface = rsurface.modelsurfaces + surfacelist[j];
10803 if (texture != surface->texture)
10805 texturesurfacelist[texturenumsurfaces++] = surface;
10810 rsurface.lightmaptexture = surface->lightmaptexture;
10811 rsurface.deluxemaptexture = surface->deluxemaptexture;
10812 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10813 for (;j < endsurface;j++)
10815 surface = rsurface.modelsurfaces + surfacelist[j];
10816 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10818 texturesurfacelist[texturenumsurfaces++] = surface;
10821 // render the range of surfaces
10822 if (ent == r_refdef.scene.worldentity)
10823 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10825 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10827 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10830 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10832 // transparent surfaces get pushed off into the transparent queue
10833 int surfacelistindex;
10834 const msurface_t *surface;
10835 vec3_t tempcenter, center;
10836 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10838 surface = texturesurfacelist[surfacelistindex];
10839 if (r_transparent_sortsurfacesbynearest.integer)
10841 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10842 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10843 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10847 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10848 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10849 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10851 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10852 if (rsurface.entity->transparent_offset) // transparent offset
10854 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10855 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10856 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10858 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);
10862 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10864 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10866 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10868 RSurf_SetupDepthAndCulling();
10869 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10870 if (rsurface.batchvertex3fbuffer)
10871 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10873 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10874 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
10878 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10882 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10885 if (!rsurface.texture->currentnumlayers)
10887 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10888 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10890 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10892 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10893 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10894 else if (!rsurface.texture->currentnumlayers)
10896 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10898 // in the deferred case, transparent surfaces were queued during prepass
10899 if (!r_shadow_usingdeferredprepass)
10900 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10904 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10905 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10910 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10913 texture_t *texture;
10914 R_FrameData_SetMark();
10915 // break the surface list down into batches by texture and use of lightmapping
10916 for (i = 0;i < numsurfaces;i = j)
10919 // texture is the base texture pointer, rsurface.texture is the
10920 // current frame/skin the texture is directing us to use (for example
10921 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10922 // use skin 1 instead)
10923 texture = surfacelist[i]->texture;
10924 rsurface.texture = R_GetCurrentTexture(texture);
10925 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10927 // if this texture is not the kind we want, skip ahead to the next one
10928 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10932 if(FAKELIGHT_ENABLED || depthonly || prepass)
10934 rsurface.lightmaptexture = NULL;
10935 rsurface.deluxemaptexture = NULL;
10936 rsurface.uselightmaptexture = false;
10937 // simply scan ahead until we find a different texture or lightmap state
10938 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10943 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10944 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10945 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10946 // simply scan ahead until we find a different texture or lightmap state
10947 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10950 // render the range of surfaces
10951 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10953 R_FrameData_ReturnToMark();
10956 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10960 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10963 if (!rsurface.texture->currentnumlayers)
10965 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10966 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10968 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10970 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10971 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10972 else if (!rsurface.texture->currentnumlayers)
10974 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10976 // in the deferred case, transparent surfaces were queued during prepass
10977 if (!r_shadow_usingdeferredprepass)
10978 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10982 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10983 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10988 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10991 texture_t *texture;
10992 R_FrameData_SetMark();
10993 // break the surface list down into batches by texture and use of lightmapping
10994 for (i = 0;i < numsurfaces;i = j)
10997 // texture is the base texture pointer, rsurface.texture is the
10998 // current frame/skin the texture is directing us to use (for example
10999 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11000 // use skin 1 instead)
11001 texture = surfacelist[i]->texture;
11002 rsurface.texture = R_GetCurrentTexture(texture);
11003 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11005 // if this texture is not the kind we want, skip ahead to the next one
11006 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11010 if(FAKELIGHT_ENABLED || depthonly || prepass)
11012 rsurface.lightmaptexture = NULL;
11013 rsurface.deluxemaptexture = NULL;
11014 rsurface.uselightmaptexture = false;
11015 // simply scan ahead until we find a different texture or lightmap state
11016 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11021 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11022 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11023 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11024 // simply scan ahead until we find a different texture or lightmap state
11025 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11028 // render the range of surfaces
11029 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11031 R_FrameData_ReturnToMark();
11034 float locboxvertex3f[6*4*3] =
11036 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11037 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11038 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11039 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11040 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11041 1,0,0, 0,0,0, 0,1,0, 1,1,0
11044 unsigned short locboxelements[6*2*3] =
11049 12,13,14, 12,14,15,
11050 16,17,18, 16,18,19,
11054 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11057 cl_locnode_t *loc = (cl_locnode_t *)ent;
11059 float vertex3f[6*4*3];
11061 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11062 GL_DepthMask(false);
11063 GL_DepthRange(0, 1);
11064 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11065 GL_DepthTest(true);
11066 GL_CullFace(GL_NONE);
11067 R_EntityMatrix(&identitymatrix);
11069 // R_Mesh_ResetTextureState();
11071 i = surfacelist[0];
11072 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11073 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11074 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11075 surfacelist[0] < 0 ? 0.5f : 0.125f);
11077 if (VectorCompare(loc->mins, loc->maxs))
11079 VectorSet(size, 2, 2, 2);
11080 VectorMA(loc->mins, -0.5f, size, mins);
11084 VectorCopy(loc->mins, mins);
11085 VectorSubtract(loc->maxs, loc->mins, size);
11088 for (i = 0;i < 6*4*3;)
11089 for (j = 0;j < 3;j++, i++)
11090 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11092 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11093 R_SetupShader_Generic_NoTexture(false, false);
11094 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11097 void R_DrawLocs(void)
11100 cl_locnode_t *loc, *nearestloc;
11102 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11103 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11105 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11106 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11110 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11112 if (decalsystem->decals)
11113 Mem_Free(decalsystem->decals);
11114 memset(decalsystem, 0, sizeof(*decalsystem));
11117 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)
11120 tridecal_t *decals;
11123 // expand or initialize the system
11124 if (decalsystem->maxdecals <= decalsystem->numdecals)
11126 decalsystem_t old = *decalsystem;
11127 qboolean useshortelements;
11128 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11129 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11130 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)));
11131 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11132 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11133 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11134 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11135 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11136 if (decalsystem->numdecals)
11137 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11139 Mem_Free(old.decals);
11140 for (i = 0;i < decalsystem->maxdecals*3;i++)
11141 decalsystem->element3i[i] = i;
11142 if (useshortelements)
11143 for (i = 0;i < decalsystem->maxdecals*3;i++)
11144 decalsystem->element3s[i] = i;
11147 // grab a decal and search for another free slot for the next one
11148 decals = decalsystem->decals;
11149 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11150 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11152 decalsystem->freedecal = i;
11153 if (decalsystem->numdecals <= i)
11154 decalsystem->numdecals = i + 1;
11156 // initialize the decal
11158 decal->triangleindex = triangleindex;
11159 decal->surfaceindex = surfaceindex;
11160 decal->decalsequence = decalsequence;
11161 decal->color4f[0][0] = c0[0];
11162 decal->color4f[0][1] = c0[1];
11163 decal->color4f[0][2] = c0[2];
11164 decal->color4f[0][3] = 1;
11165 decal->color4f[1][0] = c1[0];
11166 decal->color4f[1][1] = c1[1];
11167 decal->color4f[1][2] = c1[2];
11168 decal->color4f[1][3] = 1;
11169 decal->color4f[2][0] = c2[0];
11170 decal->color4f[2][1] = c2[1];
11171 decal->color4f[2][2] = c2[2];
11172 decal->color4f[2][3] = 1;
11173 decal->vertex3f[0][0] = v0[0];
11174 decal->vertex3f[0][1] = v0[1];
11175 decal->vertex3f[0][2] = v0[2];
11176 decal->vertex3f[1][0] = v1[0];
11177 decal->vertex3f[1][1] = v1[1];
11178 decal->vertex3f[1][2] = v1[2];
11179 decal->vertex3f[2][0] = v2[0];
11180 decal->vertex3f[2][1] = v2[1];
11181 decal->vertex3f[2][2] = v2[2];
11182 decal->texcoord2f[0][0] = t0[0];
11183 decal->texcoord2f[0][1] = t0[1];
11184 decal->texcoord2f[1][0] = t1[0];
11185 decal->texcoord2f[1][1] = t1[1];
11186 decal->texcoord2f[2][0] = t2[0];
11187 decal->texcoord2f[2][1] = t2[1];
11188 TriangleNormal(v0, v1, v2, decal->plane);
11189 VectorNormalize(decal->plane);
11190 decal->plane[3] = DotProduct(v0, decal->plane);
11193 extern cvar_t cl_decals_bias;
11194 extern cvar_t cl_decals_models;
11195 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11196 // baseparms, parms, temps
11197 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)
11202 const float *vertex3f;
11203 const float *normal3f;
11205 float points[2][9][3];
11212 e = rsurface.modelelement3i + 3*triangleindex;
11214 vertex3f = rsurface.modelvertex3f;
11215 normal3f = rsurface.modelnormal3f;
11219 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11221 index = 3*e[cornerindex];
11222 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11227 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11229 index = 3*e[cornerindex];
11230 VectorCopy(vertex3f + index, v[cornerindex]);
11235 //TriangleNormal(v[0], v[1], v[2], normal);
11236 //if (DotProduct(normal, localnormal) < 0.0f)
11238 // clip by each of the box planes formed from the projection matrix
11239 // if anything survives, we emit the decal
11240 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]);
11243 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]);
11246 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]);
11249 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]);
11252 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]);
11255 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]);
11258 // some part of the triangle survived, so we have to accept it...
11261 // dynamic always uses the original triangle
11263 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11265 index = 3*e[cornerindex];
11266 VectorCopy(vertex3f + index, v[cornerindex]);
11269 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11271 // convert vertex positions to texcoords
11272 Matrix4x4_Transform(projection, v[cornerindex], temp);
11273 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11274 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11275 // calculate distance fade from the projection origin
11276 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11277 f = bound(0.0f, f, 1.0f);
11278 c[cornerindex][0] = r * f;
11279 c[cornerindex][1] = g * f;
11280 c[cornerindex][2] = b * f;
11281 c[cornerindex][3] = 1.0f;
11282 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11285 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);
11287 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11288 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);
11290 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)
11292 matrix4x4_t projection;
11293 decalsystem_t *decalsystem;
11296 const msurface_t *surface;
11297 const msurface_t *surfaces;
11298 const int *surfacelist;
11299 const texture_t *texture;
11301 int numsurfacelist;
11302 int surfacelistindex;
11305 float localorigin[3];
11306 float localnormal[3];
11307 float localmins[3];
11308 float localmaxs[3];
11311 float planes[6][4];
11314 int bih_triangles_count;
11315 int bih_triangles[256];
11316 int bih_surfaces[256];
11318 decalsystem = &ent->decalsystem;
11319 model = ent->model;
11320 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11322 R_DecalSystem_Reset(&ent->decalsystem);
11326 if (!model->brush.data_leafs && !cl_decals_models.integer)
11328 if (decalsystem->model)
11329 R_DecalSystem_Reset(decalsystem);
11333 if (decalsystem->model != model)
11334 R_DecalSystem_Reset(decalsystem);
11335 decalsystem->model = model;
11337 RSurf_ActiveModelEntity(ent, true, false, false);
11339 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11340 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11341 VectorNormalize(localnormal);
11342 localsize = worldsize*rsurface.inversematrixscale;
11343 localmins[0] = localorigin[0] - localsize;
11344 localmins[1] = localorigin[1] - localsize;
11345 localmins[2] = localorigin[2] - localsize;
11346 localmaxs[0] = localorigin[0] + localsize;
11347 localmaxs[1] = localorigin[1] + localsize;
11348 localmaxs[2] = localorigin[2] + localsize;
11350 //VectorCopy(localnormal, planes[4]);
11351 //VectorVectors(planes[4], planes[2], planes[0]);
11352 AnglesFromVectors(angles, localnormal, NULL, false);
11353 AngleVectors(angles, planes[0], planes[2], planes[4]);
11354 VectorNegate(planes[0], planes[1]);
11355 VectorNegate(planes[2], planes[3]);
11356 VectorNegate(planes[4], planes[5]);
11357 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11358 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11359 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11360 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11361 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11362 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11367 matrix4x4_t forwardprojection;
11368 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11369 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11374 float projectionvector[4][3];
11375 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11376 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11377 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11378 projectionvector[0][0] = planes[0][0] * ilocalsize;
11379 projectionvector[0][1] = planes[1][0] * ilocalsize;
11380 projectionvector[0][2] = planes[2][0] * ilocalsize;
11381 projectionvector[1][0] = planes[0][1] * ilocalsize;
11382 projectionvector[1][1] = planes[1][1] * ilocalsize;
11383 projectionvector[1][2] = planes[2][1] * ilocalsize;
11384 projectionvector[2][0] = planes[0][2] * ilocalsize;
11385 projectionvector[2][1] = planes[1][2] * ilocalsize;
11386 projectionvector[2][2] = planes[2][2] * ilocalsize;
11387 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11388 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11389 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11390 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11394 dynamic = model->surfmesh.isanimated;
11395 numsurfacelist = model->nummodelsurfaces;
11396 surfacelist = model->sortedmodelsurfaces;
11397 surfaces = model->data_surfaces;
11400 bih_triangles_count = -1;
11403 if(model->render_bih.numleafs)
11404 bih = &model->render_bih;
11405 else if(model->collision_bih.numleafs)
11406 bih = &model->collision_bih;
11409 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11410 if(bih_triangles_count == 0)
11412 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11414 if(bih_triangles_count > 0)
11416 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11418 surfaceindex = bih_surfaces[triangleindex];
11419 surface = surfaces + surfaceindex;
11420 texture = surface->texture;
11421 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11423 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11425 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11430 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11432 surfaceindex = surfacelist[surfacelistindex];
11433 surface = surfaces + surfaceindex;
11434 // check cull box first because it rejects more than any other check
11435 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11437 // skip transparent surfaces
11438 texture = surface->texture;
11439 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11441 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11443 numtriangles = surface->num_triangles;
11444 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11445 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11450 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11451 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)
11453 int renderentityindex;
11454 float worldmins[3];
11455 float worldmaxs[3];
11456 entity_render_t *ent;
11458 if (!cl_decals_newsystem.integer)
11461 worldmins[0] = worldorigin[0] - worldsize;
11462 worldmins[1] = worldorigin[1] - worldsize;
11463 worldmins[2] = worldorigin[2] - worldsize;
11464 worldmaxs[0] = worldorigin[0] + worldsize;
11465 worldmaxs[1] = worldorigin[1] + worldsize;
11466 worldmaxs[2] = worldorigin[2] + worldsize;
11468 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11470 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11472 ent = r_refdef.scene.entities[renderentityindex];
11473 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11476 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11480 typedef struct r_decalsystem_splatqueue_s
11482 vec3_t worldorigin;
11483 vec3_t worldnormal;
11489 r_decalsystem_splatqueue_t;
11491 int r_decalsystem_numqueued = 0;
11492 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11494 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)
11496 r_decalsystem_splatqueue_t *queue;
11498 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11501 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11502 VectorCopy(worldorigin, queue->worldorigin);
11503 VectorCopy(worldnormal, queue->worldnormal);
11504 Vector4Set(queue->color, r, g, b, a);
11505 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11506 queue->worldsize = worldsize;
11507 queue->decalsequence = cl.decalsequence++;
11510 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11513 r_decalsystem_splatqueue_t *queue;
11515 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11516 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);
11517 r_decalsystem_numqueued = 0;
11520 extern cvar_t cl_decals_max;
11521 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11524 decalsystem_t *decalsystem = &ent->decalsystem;
11531 if (!decalsystem->numdecals)
11534 if (r_showsurfaces.integer)
11537 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11539 R_DecalSystem_Reset(decalsystem);
11543 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11544 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11546 if (decalsystem->lastupdatetime)
11547 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11550 decalsystem->lastupdatetime = r_refdef.scene.time;
11551 numdecals = decalsystem->numdecals;
11553 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11555 if (decal->color4f[0][3])
11557 decal->lived += frametime;
11558 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11560 memset(decal, 0, sizeof(*decal));
11561 if (decalsystem->freedecal > i)
11562 decalsystem->freedecal = i;
11566 decal = decalsystem->decals;
11567 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11570 // collapse the array by shuffling the tail decals into the gaps
11573 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11574 decalsystem->freedecal++;
11575 if (decalsystem->freedecal == numdecals)
11577 decal[decalsystem->freedecal] = decal[--numdecals];
11580 decalsystem->numdecals = numdecals;
11582 if (numdecals <= 0)
11584 // if there are no decals left, reset decalsystem
11585 R_DecalSystem_Reset(decalsystem);
11589 extern skinframe_t *decalskinframe;
11590 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11593 decalsystem_t *decalsystem = &ent->decalsystem;
11602 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11605 numdecals = decalsystem->numdecals;
11609 if (r_showsurfaces.integer)
11612 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11614 R_DecalSystem_Reset(decalsystem);
11618 // if the model is static it doesn't matter what value we give for
11619 // wantnormals and wanttangents, so this logic uses only rules applicable
11620 // to a model, knowing that they are meaningless otherwise
11621 if (ent == r_refdef.scene.worldentity)
11622 RSurf_ActiveWorldEntity();
11624 RSurf_ActiveModelEntity(ent, false, false, false);
11626 decalsystem->lastupdatetime = r_refdef.scene.time;
11628 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11630 // update vertex positions for animated models
11631 v3f = decalsystem->vertex3f;
11632 c4f = decalsystem->color4f;
11633 t2f = decalsystem->texcoord2f;
11634 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11636 if (!decal->color4f[0][3])
11639 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11643 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11646 // update color values for fading decals
11647 if (decal->lived >= cl_decals_time.value)
11648 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11652 c4f[ 0] = decal->color4f[0][0] * alpha;
11653 c4f[ 1] = decal->color4f[0][1] * alpha;
11654 c4f[ 2] = decal->color4f[0][2] * alpha;
11656 c4f[ 4] = decal->color4f[1][0] * alpha;
11657 c4f[ 5] = decal->color4f[1][1] * alpha;
11658 c4f[ 6] = decal->color4f[1][2] * alpha;
11660 c4f[ 8] = decal->color4f[2][0] * alpha;
11661 c4f[ 9] = decal->color4f[2][1] * alpha;
11662 c4f[10] = decal->color4f[2][2] * alpha;
11665 t2f[0] = decal->texcoord2f[0][0];
11666 t2f[1] = decal->texcoord2f[0][1];
11667 t2f[2] = decal->texcoord2f[1][0];
11668 t2f[3] = decal->texcoord2f[1][1];
11669 t2f[4] = decal->texcoord2f[2][0];
11670 t2f[5] = decal->texcoord2f[2][1];
11672 // update vertex positions for animated models
11673 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11675 e = rsurface.modelelement3i + 3*decal->triangleindex;
11676 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11677 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11678 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11682 VectorCopy(decal->vertex3f[0], v3f);
11683 VectorCopy(decal->vertex3f[1], v3f + 3);
11684 VectorCopy(decal->vertex3f[2], v3f + 6);
11687 if (r_refdef.fogenabled)
11689 alpha = RSurf_FogVertex(v3f);
11690 VectorScale(c4f, alpha, c4f);
11691 alpha = RSurf_FogVertex(v3f + 3);
11692 VectorScale(c4f + 4, alpha, c4f + 4);
11693 alpha = RSurf_FogVertex(v3f + 6);
11694 VectorScale(c4f + 8, alpha, c4f + 8);
11705 r_refdef.stats.drawndecals += numtris;
11707 // now render the decals all at once
11708 // (this assumes they all use one particle font texture!)
11709 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);
11710 // R_Mesh_ResetTextureState();
11711 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11712 GL_DepthMask(false);
11713 GL_DepthRange(0, 1);
11714 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11715 GL_DepthTest(true);
11716 GL_CullFace(GL_NONE);
11717 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11718 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11719 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11723 static void R_DrawModelDecals(void)
11727 // fade faster when there are too many decals
11728 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11729 for (i = 0;i < r_refdef.scene.numentities;i++)
11730 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11732 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11733 for (i = 0;i < r_refdef.scene.numentities;i++)
11734 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11735 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11737 R_DecalSystem_ApplySplatEntitiesQueue();
11739 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11740 for (i = 0;i < r_refdef.scene.numentities;i++)
11741 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11743 r_refdef.stats.totaldecals += numdecals;
11745 if (r_showsurfaces.integer)
11748 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11750 for (i = 0;i < r_refdef.scene.numentities;i++)
11752 if (!r_refdef.viewcache.entityvisible[i])
11754 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11755 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11759 extern cvar_t mod_collision_bih;
11760 static void R_DrawDebugModel(void)
11762 entity_render_t *ent = rsurface.entity;
11763 int i, j, k, l, flagsmask;
11764 const msurface_t *surface;
11765 dp_model_t *model = ent->model;
11768 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11771 if (r_showoverdraw.value > 0)
11773 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11774 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11775 R_SetupShader_Generic_NoTexture(false, false);
11776 GL_DepthTest(false);
11777 GL_DepthMask(false);
11778 GL_DepthRange(0, 1);
11779 GL_BlendFunc(GL_ONE, GL_ONE);
11780 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11782 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11784 rsurface.texture = R_GetCurrentTexture(surface->texture);
11785 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11787 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11788 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11789 if (!rsurface.texture->currentlayers->depthmask)
11790 GL_Color(c, 0, 0, 1.0f);
11791 else if (ent == r_refdef.scene.worldentity)
11792 GL_Color(c, c, c, 1.0f);
11794 GL_Color(0, c, 0, 1.0f);
11795 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11799 rsurface.texture = NULL;
11802 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11804 // R_Mesh_ResetTextureState();
11805 R_SetupShader_Generic_NoTexture(false, false);
11806 GL_DepthRange(0, 1);
11807 GL_DepthTest(!r_showdisabledepthtest.integer);
11808 GL_DepthMask(false);
11809 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11811 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11815 qboolean cullbox = false;
11816 const q3mbrush_t *brush;
11817 const bih_t *bih = &model->collision_bih;
11818 const bih_leaf_t *bihleaf;
11819 float vertex3f[3][3];
11820 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11821 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11823 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11825 switch (bihleaf->type)
11828 brush = model->brush.data_brushes + bihleaf->itemindex;
11829 if (brush->colbrushf && brush->colbrushf->numtriangles)
11831 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);
11832 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11833 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11836 case BIH_COLLISIONTRIANGLE:
11837 triangleindex = bihleaf->itemindex;
11838 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11839 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11840 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11841 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);
11842 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11843 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11845 case BIH_RENDERTRIANGLE:
11846 triangleindex = bihleaf->itemindex;
11847 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11848 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11849 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11850 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);
11851 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11852 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11858 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11861 if (r_showtris.integer && qglPolygonMode)
11863 if (r_showdisabledepthtest.integer)
11865 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11866 GL_DepthMask(false);
11870 GL_BlendFunc(GL_ONE, GL_ZERO);
11871 GL_DepthMask(true);
11873 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11874 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11876 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11878 rsurface.texture = R_GetCurrentTexture(surface->texture);
11879 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11881 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11882 if (!rsurface.texture->currentlayers->depthmask)
11883 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11884 else if (ent == r_refdef.scene.worldentity)
11885 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11887 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11888 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11892 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11893 rsurface.texture = NULL;
11896 if (r_shownormals.value != 0 && qglBegin)
11898 if (r_showdisabledepthtest.integer)
11900 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11901 GL_DepthMask(false);
11905 GL_BlendFunc(GL_ONE, GL_ZERO);
11906 GL_DepthMask(true);
11908 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11910 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11912 rsurface.texture = R_GetCurrentTexture(surface->texture);
11913 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11915 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11916 qglBegin(GL_LINES);
11917 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11919 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11921 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11922 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11923 qglVertex3f(v[0], v[1], v[2]);
11924 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11925 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11926 qglVertex3f(v[0], v[1], v[2]);
11929 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11931 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11933 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11934 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11935 qglVertex3f(v[0], v[1], v[2]);
11936 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11937 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11938 qglVertex3f(v[0], v[1], v[2]);
11941 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11943 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11945 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11946 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11947 qglVertex3f(v[0], v[1], v[2]);
11948 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11949 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11950 qglVertex3f(v[0], v[1], v[2]);
11953 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11955 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11957 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11958 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11959 qglVertex3f(v[0], v[1], v[2]);
11960 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11961 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11962 qglVertex3f(v[0], v[1], v[2]);
11969 rsurface.texture = NULL;
11974 int r_maxsurfacelist = 0;
11975 const msurface_t **r_surfacelist = NULL;
11976 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11978 int i, j, endj, flagsmask;
11979 dp_model_t *model = r_refdef.scene.worldmodel;
11980 msurface_t *surfaces;
11981 unsigned char *update;
11982 int numsurfacelist = 0;
11986 if (r_maxsurfacelist < model->num_surfaces)
11988 r_maxsurfacelist = model->num_surfaces;
11990 Mem_Free((msurface_t**)r_surfacelist);
11991 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11994 RSurf_ActiveWorldEntity();
11996 surfaces = model->data_surfaces;
11997 update = model->brushq1.lightmapupdateflags;
11999 // update light styles on this submodel
12000 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12002 model_brush_lightstyleinfo_t *style;
12003 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12005 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12007 int *list = style->surfacelist;
12008 style->value = r_refdef.scene.lightstylevalue[style->style];
12009 for (j = 0;j < style->numsurfaces;j++)
12010 update[list[j]] = true;
12015 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12019 R_DrawDebugModel();
12020 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12024 rsurface.lightmaptexture = NULL;
12025 rsurface.deluxemaptexture = NULL;
12026 rsurface.uselightmaptexture = false;
12027 rsurface.texture = NULL;
12028 rsurface.rtlight = NULL;
12029 numsurfacelist = 0;
12030 // add visible surfaces to draw list
12031 for (i = 0;i < model->nummodelsurfaces;i++)
12033 j = model->sortedmodelsurfaces[i];
12034 if (r_refdef.viewcache.world_surfacevisible[j])
12035 r_surfacelist[numsurfacelist++] = surfaces + j;
12037 // update lightmaps if needed
12038 if (model->brushq1.firstrender)
12040 model->brushq1.firstrender = false;
12041 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12043 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12047 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12048 if (r_refdef.viewcache.world_surfacevisible[j])
12050 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12052 // don't do anything if there were no surfaces
12053 if (!numsurfacelist)
12055 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12058 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12060 // add to stats if desired
12061 if (r_speeds.integer && !skysurfaces && !depthonly)
12063 r_refdef.stats.world_surfaces += numsurfacelist;
12064 for (j = 0;j < numsurfacelist;j++)
12065 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12068 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12071 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12073 int i, j, endj, flagsmask;
12074 dp_model_t *model = ent->model;
12075 msurface_t *surfaces;
12076 unsigned char *update;
12077 int numsurfacelist = 0;
12081 if (r_maxsurfacelist < model->num_surfaces)
12083 r_maxsurfacelist = model->num_surfaces;
12085 Mem_Free((msurface_t **)r_surfacelist);
12086 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12089 // if the model is static it doesn't matter what value we give for
12090 // wantnormals and wanttangents, so this logic uses only rules applicable
12091 // to a model, knowing that they are meaningless otherwise
12092 if (ent == r_refdef.scene.worldentity)
12093 RSurf_ActiveWorldEntity();
12094 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12095 RSurf_ActiveModelEntity(ent, false, false, false);
12097 RSurf_ActiveModelEntity(ent, true, true, true);
12098 else if (depthonly)
12100 switch (vid.renderpath)
12102 case RENDERPATH_GL20:
12103 case RENDERPATH_D3D9:
12104 case RENDERPATH_D3D10:
12105 case RENDERPATH_D3D11:
12106 case RENDERPATH_SOFT:
12107 case RENDERPATH_GLES2:
12108 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12110 case RENDERPATH_GL11:
12111 case RENDERPATH_GL13:
12112 case RENDERPATH_GLES1:
12113 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12119 switch (vid.renderpath)
12121 case RENDERPATH_GL20:
12122 case RENDERPATH_D3D9:
12123 case RENDERPATH_D3D10:
12124 case RENDERPATH_D3D11:
12125 case RENDERPATH_SOFT:
12126 case RENDERPATH_GLES2:
12127 RSurf_ActiveModelEntity(ent, true, true, false);
12129 case RENDERPATH_GL11:
12130 case RENDERPATH_GL13:
12131 case RENDERPATH_GLES1:
12132 RSurf_ActiveModelEntity(ent, true, false, false);
12137 surfaces = model->data_surfaces;
12138 update = model->brushq1.lightmapupdateflags;
12140 // update light styles
12141 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12143 model_brush_lightstyleinfo_t *style;
12144 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12146 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12148 int *list = style->surfacelist;
12149 style->value = r_refdef.scene.lightstylevalue[style->style];
12150 for (j = 0;j < style->numsurfaces;j++)
12151 update[list[j]] = true;
12156 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12160 R_DrawDebugModel();
12161 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12165 rsurface.lightmaptexture = NULL;
12166 rsurface.deluxemaptexture = NULL;
12167 rsurface.uselightmaptexture = false;
12168 rsurface.texture = NULL;
12169 rsurface.rtlight = NULL;
12170 numsurfacelist = 0;
12171 // add visible surfaces to draw list
12172 for (i = 0;i < model->nummodelsurfaces;i++)
12173 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12174 // don't do anything if there were no surfaces
12175 if (!numsurfacelist)
12177 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12180 // update lightmaps if needed
12184 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12189 R_BuildLightMap(ent, surfaces + j);
12194 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12196 // add to stats if desired
12197 if (r_speeds.integer && !skysurfaces && !depthonly)
12199 r_refdef.stats.entities_surfaces += numsurfacelist;
12200 for (j = 0;j < numsurfacelist;j++)
12201 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12204 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12207 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12209 static texture_t texture;
12210 static msurface_t surface;
12211 const msurface_t *surfacelist = &surface;
12213 // fake enough texture and surface state to render this geometry
12215 texture.update_lastrenderframe = -1; // regenerate this texture
12216 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12217 texture.currentskinframe = skinframe;
12218 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12219 texture.offsetmapping = OFFSETMAPPING_OFF;
12220 texture.offsetscale = 1;
12221 texture.specularscalemod = 1;
12222 texture.specularpowermod = 1;
12223 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12224 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12225 // JUST GREP FOR "specularscalemod = 1".
12227 surface.texture = &texture;
12228 surface.num_triangles = numtriangles;
12229 surface.num_firsttriangle = firsttriangle;
12230 surface.num_vertices = numvertices;
12231 surface.num_firstvertex = firstvertex;
12234 rsurface.texture = R_GetCurrentTexture(surface.texture);
12235 rsurface.lightmaptexture = NULL;
12236 rsurface.deluxemaptexture = NULL;
12237 rsurface.uselightmaptexture = false;
12238 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12241 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)
12243 static msurface_t surface;
12244 const msurface_t *surfacelist = &surface;
12246 // fake enough texture and surface state to render this geometry
12247 surface.texture = texture;
12248 surface.num_triangles = numtriangles;
12249 surface.num_firsttriangle = firsttriangle;
12250 surface.num_vertices = numvertices;
12251 surface.num_firstvertex = firstvertex;
12254 rsurface.texture = R_GetCurrentTexture(surface.texture);
12255 rsurface.lightmaptexture = NULL;
12256 rsurface.deluxemaptexture = NULL;
12257 rsurface.uselightmaptexture = false;
12258 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);