2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | 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_CLIENT | 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 = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | 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."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | 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."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | 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"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | 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"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | 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"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | 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"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | 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"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | 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)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | 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)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | 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"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | 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)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | 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)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | 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)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | 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)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | 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"};
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
208 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
210 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
211 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
213 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
214 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
215 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
216 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
217 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
218 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
220 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
221 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
222 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
223 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
224 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
225 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
227 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
228 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
229 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
231 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
233 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
235 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
237 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
239 cvar_t r_batch_multidraw = {CVAR_CLIENT | 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)"};
240 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
241 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
242 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
244 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
245 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
247 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | 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."};
249 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
250 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
252 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
258 extern cvar_t v_glslgamma_2d;
260 extern qboolean v_flipped_state;
262 r_framebufferstate_t r_fb;
264 /// shadow volume bsp struct with automatically growing nodes buffer
267 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
269 rtexture_t *r_texture_blanknormalmap;
270 rtexture_t *r_texture_white;
271 rtexture_t *r_texture_grey128;
272 rtexture_t *r_texture_black;
273 rtexture_t *r_texture_notexture;
274 rtexture_t *r_texture_whitecube;
275 rtexture_t *r_texture_normalizationcube;
276 rtexture_t *r_texture_fogattenuation;
277 rtexture_t *r_texture_fogheighttexture;
278 rtexture_t *r_texture_gammaramps;
279 unsigned int r_texture_gammaramps_serial;
280 //rtexture_t *r_texture_fogintensity;
281 rtexture_t *r_texture_reflectcube;
283 // TODO: hash lookups?
284 typedef struct cubemapinfo_s
291 int r_texture_numcubemaps;
292 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
294 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
295 unsigned int r_numqueries;
296 unsigned int r_maxqueries;
298 typedef struct r_qwskincache_s
300 char name[MAX_QPATH];
301 skinframe_t *skinframe;
305 static r_qwskincache_t *r_qwskincache;
306 static int r_qwskincache_size;
308 /// vertex coordinates for a quad that covers the screen exactly
309 extern const float r_screenvertex3f[12];
310 const float r_screenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set(&cvars_all, "gl_fogenable", "0");
351 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
352 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
353 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
354 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 //=======================================================================================================================================================
624 typedef struct shaderpermutationinfo_s
629 shaderpermutationinfo_t;
631 typedef struct shadermodeinfo_s
633 const char *sourcebasename;
634 const char *extension;
635 const char **builtinshaderstrings;
644 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
645 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
647 {"#define USEDIFFUSE\n", " diffuse"},
648 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
649 {"#define USEVIEWTINT\n", " viewtint"},
650 {"#define USECOLORMAPPING\n", " colormapping"},
651 {"#define USESATURATION\n", " saturation"},
652 {"#define USEFOGINSIDE\n", " foginside"},
653 {"#define USEFOGOUTSIDE\n", " fogoutside"},
654 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
655 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
656 {"#define USEGAMMARAMPS\n", " gammaramps"},
657 {"#define USECUBEFILTER\n", " cubefilter"},
658 {"#define USEGLOW\n", " glow"},
659 {"#define USEBLOOM\n", " bloom"},
660 {"#define USESPECULAR\n", " specular"},
661 {"#define USEPOSTPROCESSING\n", " postprocessing"},
662 {"#define USEREFLECTION\n", " reflection"},
663 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
664 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
665 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
666 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
667 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
668 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
669 {"#define USEALPHAKILL\n", " alphakill"},
670 {"#define USEREFLECTCUBE\n", " reflectcube"},
671 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
672 {"#define USEBOUNCEGRID\n", " bouncegrid"},
673 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
674 {"#define USETRIPPY\n", " trippy"},
675 {"#define USEDEPTHRGB\n", " depthrgb"},
676 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
677 {"#define USESKELETAL\n", " skeletal"},
678 {"#define USEOCCLUDE\n", " occlude"}
681 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
682 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
684 // SHADERLANGUAGE_GLSL
686 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
687 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
693 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
694 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
705 struct r_glsl_permutation_s;
706 typedef struct r_glsl_permutation_s
709 struct r_glsl_permutation_s *hashnext;
711 dpuint64 permutation;
713 /// indicates if we have tried compiling this permutation already
715 /// 0 if compilation failed
717 // texture units assigned to each detected uniform
718 int tex_Texture_First;
719 int tex_Texture_Second;
720 int tex_Texture_GammaRamps;
721 int tex_Texture_Normal;
722 int tex_Texture_Color;
723 int tex_Texture_Gloss;
724 int tex_Texture_Glow;
725 int tex_Texture_SecondaryNormal;
726 int tex_Texture_SecondaryColor;
727 int tex_Texture_SecondaryGloss;
728 int tex_Texture_SecondaryGlow;
729 int tex_Texture_Pants;
730 int tex_Texture_Shirt;
731 int tex_Texture_FogHeightTexture;
732 int tex_Texture_FogMask;
733 int tex_Texture_Lightmap;
734 int tex_Texture_Deluxemap;
735 int tex_Texture_Attenuation;
736 int tex_Texture_Cube;
737 int tex_Texture_Refraction;
738 int tex_Texture_Reflection;
739 int tex_Texture_ShadowMap2D;
740 int tex_Texture_CubeProjection;
741 int tex_Texture_ScreenNormalMap;
742 int tex_Texture_ScreenDiffuse;
743 int tex_Texture_ScreenSpecular;
744 int tex_Texture_ReflectMask;
745 int tex_Texture_ReflectCube;
746 int tex_Texture_BounceGrid;
747 /// locations of detected uniforms in program object, or -1 if not found
748 int loc_Texture_First;
749 int loc_Texture_Second;
750 int loc_Texture_GammaRamps;
751 int loc_Texture_Normal;
752 int loc_Texture_Color;
753 int loc_Texture_Gloss;
754 int loc_Texture_Glow;
755 int loc_Texture_SecondaryNormal;
756 int loc_Texture_SecondaryColor;
757 int loc_Texture_SecondaryGloss;
758 int loc_Texture_SecondaryGlow;
759 int loc_Texture_Pants;
760 int loc_Texture_Shirt;
761 int loc_Texture_FogHeightTexture;
762 int loc_Texture_FogMask;
763 int loc_Texture_Lightmap;
764 int loc_Texture_Deluxemap;
765 int loc_Texture_Attenuation;
766 int loc_Texture_Cube;
767 int loc_Texture_Refraction;
768 int loc_Texture_Reflection;
769 int loc_Texture_ShadowMap2D;
770 int loc_Texture_CubeProjection;
771 int loc_Texture_ScreenNormalMap;
772 int loc_Texture_ScreenDiffuse;
773 int loc_Texture_ScreenSpecular;
774 int loc_Texture_ReflectMask;
775 int loc_Texture_ReflectCube;
776 int loc_Texture_BounceGrid;
778 int loc_BloomBlur_Parameters;
780 int loc_Color_Ambient;
781 int loc_Color_Diffuse;
782 int loc_Color_Specular;
786 int loc_DeferredColor_Ambient;
787 int loc_DeferredColor_Diffuse;
788 int loc_DeferredColor_Specular;
789 int loc_DeferredMod_Diffuse;
790 int loc_DeferredMod_Specular;
791 int loc_DistortScaleRefractReflect;
794 int loc_FogHeightFade;
796 int loc_FogPlaneViewDist;
797 int loc_FogRangeRecip;
800 int loc_LightPosition;
801 int loc_OffsetMapping_ScaleSteps;
802 int loc_OffsetMapping_LodDistance;
803 int loc_OffsetMapping_Bias;
805 int loc_ReflectColor;
806 int loc_ReflectFactor;
807 int loc_ReflectOffset;
808 int loc_RefractColor;
810 int loc_ScreenCenterRefractReflect;
811 int loc_ScreenScaleRefractReflect;
812 int loc_ScreenToDepth;
813 int loc_ShadowMap_Parameters;
814 int loc_ShadowMap_TextureScale;
815 int loc_SpecularPower;
816 int loc_Skeletal_Transform12;
822 int loc_ViewTintColor;
824 int loc_ModelToLight;
826 int loc_BackgroundTexMatrix;
827 int loc_ModelViewProjectionMatrix;
828 int loc_ModelViewMatrix;
829 int loc_PixelToScreenTexCoord;
830 int loc_ModelToReflectCube;
831 int loc_ShadowMapMatrix;
832 int loc_BloomColorSubtract;
833 int loc_NormalmapScrollBlend;
834 int loc_BounceGridMatrix;
835 int loc_BounceGridIntensity;
836 /// uniform block bindings
837 int ubibind_Skeletal_Transform12_UniformBlock;
838 /// uniform block indices
839 int ubiloc_Skeletal_Transform12_UniformBlock;
841 r_glsl_permutation_t;
843 #define SHADERPERMUTATION_HASHSIZE 256
846 // non-degradable "lightweight" shader parameters to keep the permutations simpler
847 // these can NOT degrade! only use for simple stuff
850 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
851 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
852 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
853 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
854 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
855 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
856 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
857 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
858 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
859 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
860 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
861 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
862 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
863 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
865 #define SHADERSTATICPARMS_COUNT 14
867 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
868 static int shaderstaticparms_count = 0;
870 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
871 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
873 extern qboolean r_shadow_shadowmapsampler;
874 extern int r_shadow_shadowmappcf;
875 qboolean R_CompileShader_CheckStaticParms(void)
877 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
878 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
879 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
882 if (r_glsl_saturation_redcompensate.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
884 if (r_glsl_vertextextureblend_usebothalphas.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
886 if (r_shadow_glossexact.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
888 if (r_glsl_postprocess.integer)
890 if (r_glsl_postprocess_uservec1_enable.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
892 if (r_glsl_postprocess_uservec2_enable.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
894 if (r_glsl_postprocess_uservec3_enable.integer)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
896 if (r_glsl_postprocess_uservec4_enable.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
901 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
904 if (r_shadow_shadowmapsampler)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
906 if (r_shadow_shadowmappcf > 1)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
908 else if (r_shadow_shadowmappcf)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
910 if (r_celshading.integer)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
912 if (r_celoutlines.integer)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
915 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
918 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
919 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
920 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
922 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
923 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
925 shaderstaticparms_count = 0;
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
944 /// information about each possible shader permutation
945 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
946 /// currently selected permutation
947 r_glsl_permutation_t *r_glsl_permutation;
948 /// storage for permutations linked in the hash table
949 memexpandablearray_t r_glsl_permutationarray;
951 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
953 //unsigned int hashdepth = 0;
954 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
955 r_glsl_permutation_t *p;
956 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
958 if (p->mode == mode && p->permutation == permutation)
960 //if (hashdepth > 10)
961 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
966 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
968 p->permutation = permutation;
969 p->hashnext = r_glsl_permutationhash[mode][hashindex];
970 r_glsl_permutationhash[mode][hashindex] = p;
971 //if (hashdepth > 10)
972 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
976 static char *R_ShaderStrCat(const char **strings)
979 const char **p = strings;
982 for (p = strings;(t = *p);p++)
985 s = string = (char *)Mem_Alloc(r_main_mempool, len);
987 for (p = strings;(t = *p);p++)
997 static char *R_ShaderStrCat(const char **strings);
998 static void R_InitShaderModeInfo(void)
1001 shadermodeinfo_t *modeinfo;
1002 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1003 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1005 for (i = 0; i < SHADERMODE_COUNT; i++)
1007 char filename[MAX_QPATH];
1008 modeinfo = &shadermodeinfo[language][i];
1009 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1010 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1011 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1012 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1017 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1020 // if the mode has no filename we have to return the builtin string
1021 if (builtinonly || !modeinfo->filename)
1022 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1023 // note that FS_LoadFile appends a 0 byte to make it a valid string
1024 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1027 if (printfromdisknotice)
1028 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1029 return shaderstring;
1031 // fall back to builtinstring
1032 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1035 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1040 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1042 char permutationname[256];
1043 int vertstrings_count = 0;
1044 int geomstrings_count = 0;
1045 int fragstrings_count = 0;
1046 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1047 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1048 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1055 permutationname[0] = 0;
1056 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1058 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1060 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1061 if(vid.support.glshaderversion >= 140)
1063 vertstrings_list[vertstrings_count++] = "#version 140\n";
1064 geomstrings_list[geomstrings_count++] = "#version 140\n";
1065 fragstrings_list[fragstrings_count++] = "#version 140\n";
1066 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1067 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1068 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1070 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1071 else if(vid.support.glshaderversion >= 130)
1073 vertstrings_list[vertstrings_count++] = "#version 130\n";
1074 geomstrings_list[geomstrings_count++] = "#version 130\n";
1075 fragstrings_list[fragstrings_count++] = "#version 130\n";
1076 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1077 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1078 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1080 // if we can do #version 120, we should (this adds the invariant keyword)
1081 else if(vid.support.glshaderversion >= 120)
1083 vertstrings_list[vertstrings_count++] = "#version 120\n";
1084 geomstrings_list[geomstrings_count++] = "#version 120\n";
1085 fragstrings_list[fragstrings_count++] = "#version 120\n";
1086 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1087 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1088 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1090 // GLES also adds several things from GLSL120
1091 switch(vid.renderpath)
1093 case RENDERPATH_GLES2:
1094 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1095 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1096 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1102 // the first pretext is which type of shader to compile as
1103 // (later these will all be bound together as a program object)
1104 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1105 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1106 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1108 // the second pretext is the mode (for example a light source)
1109 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1110 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1111 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1112 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1114 // now add all the permutation pretexts
1115 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1117 if (permutation & (1ll<<i))
1119 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1120 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1121 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1122 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1126 // keep line numbers correct
1127 vertstrings_list[vertstrings_count++] = "\n";
1128 geomstrings_list[geomstrings_count++] = "\n";
1129 fragstrings_list[fragstrings_count++] = "\n";
1134 R_CompileShader_AddStaticParms(mode, permutation);
1135 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1136 vertstrings_count += shaderstaticparms_count;
1137 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1138 geomstrings_count += shaderstaticparms_count;
1139 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1140 fragstrings_count += shaderstaticparms_count;
1142 // now append the shader text itself
1143 vertstrings_list[vertstrings_count++] = sourcestring;
1144 geomstrings_list[geomstrings_count++] = sourcestring;
1145 fragstrings_list[fragstrings_count++] = sourcestring;
1147 // we don't currently use geometry shaders for anything, so just empty the list
1148 geomstrings_count = 0;
1150 // compile the shader program
1151 if (vertstrings_count + geomstrings_count + fragstrings_count)
1152 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1156 qglUseProgram(p->program);CHECKGLERROR
1157 // look up all the uniform variable names we care about, so we don't
1158 // have to look them up every time we set them
1163 GLint activeuniformindex = 0;
1164 GLint numactiveuniforms = 0;
1165 char uniformname[128];
1166 GLsizei uniformnamelength = 0;
1167 GLint uniformsize = 0;
1168 GLenum uniformtype = 0;
1169 memset(uniformname, 0, sizeof(uniformname));
1170 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1171 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1172 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1174 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1175 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1180 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1181 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1182 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1183 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1184 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1185 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1186 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1187 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1188 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1189 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1190 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1191 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1192 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1193 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1194 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1195 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1196 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1197 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1198 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1199 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1200 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1201 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1202 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1203 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1204 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1205 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1206 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1207 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1208 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1209 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1210 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1211 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1212 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1213 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1214 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1215 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1216 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1217 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1218 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1219 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1220 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1221 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1222 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1223 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1224 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1225 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1226 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1227 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1228 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1229 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1230 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1231 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1232 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1233 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1234 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1235 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1236 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1237 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1238 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1239 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1240 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1241 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1242 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1243 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1244 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1245 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1246 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1247 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1248 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1249 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1250 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1251 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1252 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1253 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1254 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1255 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1256 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1257 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1258 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1259 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1260 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1261 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1262 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1263 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1264 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1265 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1266 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1267 // initialize the samplers to refer to the texture units we use
1268 p->tex_Texture_First = -1;
1269 p->tex_Texture_Second = -1;
1270 p->tex_Texture_GammaRamps = -1;
1271 p->tex_Texture_Normal = -1;
1272 p->tex_Texture_Color = -1;
1273 p->tex_Texture_Gloss = -1;
1274 p->tex_Texture_Glow = -1;
1275 p->tex_Texture_SecondaryNormal = -1;
1276 p->tex_Texture_SecondaryColor = -1;
1277 p->tex_Texture_SecondaryGloss = -1;
1278 p->tex_Texture_SecondaryGlow = -1;
1279 p->tex_Texture_Pants = -1;
1280 p->tex_Texture_Shirt = -1;
1281 p->tex_Texture_FogHeightTexture = -1;
1282 p->tex_Texture_FogMask = -1;
1283 p->tex_Texture_Lightmap = -1;
1284 p->tex_Texture_Deluxemap = -1;
1285 p->tex_Texture_Attenuation = -1;
1286 p->tex_Texture_Cube = -1;
1287 p->tex_Texture_Refraction = -1;
1288 p->tex_Texture_Reflection = -1;
1289 p->tex_Texture_ShadowMap2D = -1;
1290 p->tex_Texture_CubeProjection = -1;
1291 p->tex_Texture_ScreenNormalMap = -1;
1292 p->tex_Texture_ScreenDiffuse = -1;
1293 p->tex_Texture_ScreenSpecular = -1;
1294 p->tex_Texture_ReflectMask = -1;
1295 p->tex_Texture_ReflectCube = -1;
1296 p->tex_Texture_BounceGrid = -1;
1297 // bind the texture samplers in use
1299 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1300 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1301 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1302 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1303 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1304 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1305 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1306 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1307 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1308 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1309 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1310 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1311 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1312 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1313 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1314 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1315 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1316 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1317 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1318 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1319 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1320 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1321 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1322 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1323 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1324 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1325 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1326 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1327 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1328 // get the uniform block indices so we can bind them
1329 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1330 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1331 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1333 // clear the uniform block bindings
1334 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1335 // bind the uniform blocks in use
1337 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1338 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1340 // we're done compiling and setting up the shader, at least until it is used
1342 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1345 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1349 Mem_Free(sourcestring);
1352 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1354 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1355 if (r_glsl_permutation != perm)
1357 r_glsl_permutation = perm;
1358 if (!r_glsl_permutation->program)
1360 if (!r_glsl_permutation->compiled)
1362 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1363 R_GLSL_CompilePermutation(perm, mode, permutation);
1365 if (!r_glsl_permutation->program)
1367 // remove features until we find a valid permutation
1369 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1371 // reduce i more quickly whenever it would not remove any bits
1372 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1373 if (!(permutation & j))
1376 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1377 if (!r_glsl_permutation->compiled)
1378 R_GLSL_CompilePermutation(perm, mode, permutation);
1379 if (r_glsl_permutation->program)
1382 if (i >= SHADERPERMUTATION_COUNT)
1384 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1385 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1386 qglUseProgram(0);CHECKGLERROR
1387 return; // no bit left to clear, entire mode is broken
1392 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1394 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1395 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1396 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1400 void R_GLSL_Restart_f(cmd_state_t *cmd)
1402 unsigned int i, limit;
1403 switch(vid.renderpath)
1405 case RENDERPATH_GL32:
1406 case RENDERPATH_GLES2:
1408 r_glsl_permutation_t *p;
1409 r_glsl_permutation = NULL;
1410 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1411 for (i = 0;i < limit;i++)
1413 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1415 GL_Backend_FreeProgram(p->program);
1416 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1419 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1425 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1427 int i, language, mode, dupe;
1429 shadermodeinfo_t *modeinfo;
1432 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1434 modeinfo = shadermodeinfo[language];
1435 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1437 // don't dump the same file multiple times (most or all shaders come from the same file)
1438 for (dupe = mode - 1;dupe >= 0;dupe--)
1439 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1443 text = modeinfo[mode].builtinstring;
1446 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1449 FS_Print(file, "/* The engine may define the following macros:\n");
1450 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1451 for (i = 0;i < SHADERMODE_COUNT;i++)
1452 FS_Print(file, modeinfo[i].pretext);
1453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1454 FS_Print(file, shaderpermutationinfo[i].pretext);
1455 FS_Print(file, "*/\n");
1456 FS_Print(file, text);
1458 Con_Printf("%s written\n", modeinfo[mode].filename);
1461 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1466 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1468 dpuint64 permutation = 0;
1469 if (r_trippy.integer && !notrippy)
1470 permutation |= SHADERPERMUTATION_TRIPPY;
1471 permutation |= SHADERPERMUTATION_VIEWTINT;
1473 permutation |= SHADERPERMUTATION_DIFFUSE;
1474 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1475 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1476 if (suppresstexalpha)
1477 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1478 if (vid.allowalphatocoverage)
1479 GL_AlphaToCoverage(false);
1480 switch (vid.renderpath)
1482 case RENDERPATH_GL32:
1483 case RENDERPATH_GLES2:
1484 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1485 if (r_glsl_permutation->tex_Texture_First >= 0)
1486 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1487 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1488 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1493 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1495 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1498 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1500 dpuint64 permutation = 0;
1501 if (r_trippy.integer && !notrippy)
1502 permutation |= SHADERPERMUTATION_TRIPPY;
1504 permutation |= SHADERPERMUTATION_DEPTHRGB;
1506 permutation |= SHADERPERMUTATION_SKELETAL;
1508 if (vid.allowalphatocoverage)
1509 GL_AlphaToCoverage(false);
1510 switch (vid.renderpath)
1512 case RENDERPATH_GL32:
1513 case RENDERPATH_GLES2:
1514 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1515 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1516 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1522 #define BLENDFUNC_ALLOWS_COLORMOD 1
1523 #define BLENDFUNC_ALLOWS_FOG 2
1524 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1525 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1526 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1527 static int R_BlendFuncFlags(int src, int dst)
1531 // a blendfunc allows colormod if:
1532 // a) it can never keep the destination pixel invariant, or
1533 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1534 // this is to prevent unintended side effects from colormod
1536 // a blendfunc allows fog if:
1537 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1538 // this is to prevent unintended side effects from fog
1540 // these checks are the output of fogeval.pl
1542 r |= BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1544 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1545 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1547 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1549 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1550 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1551 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1552 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1553 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1554 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1555 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1556 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1557 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1559 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1560 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1561 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1562 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1563 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1568 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1570 // select a permutation of the lighting shader appropriate to this
1571 // combination of texture, entity, light source, and fogging, only use the
1572 // minimum features necessary to avoid wasting rendering time in the
1573 // fragment shader on features that are not being used
1574 dpuint64 permutation = 0;
1575 unsigned int mode = 0;
1577 texture_t *t = rsurface.texture;
1579 matrix4x4_t tempmatrix;
1580 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1581 if (r_trippy.integer && !notrippy)
1582 permutation |= SHADERPERMUTATION_TRIPPY;
1583 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1584 permutation |= SHADERPERMUTATION_ALPHAKILL;
1585 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1586 permutation |= SHADERPERMUTATION_OCCLUDE;
1587 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1588 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1589 if (rsurfacepass == RSURFPASS_BACKGROUND)
1591 // distorted background
1592 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1594 mode = SHADERMODE_WATER;
1595 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1596 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1597 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1599 // this is the right thing to do for wateralpha
1600 GL_BlendFunc(GL_ONE, GL_ZERO);
1601 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1605 // this is the right thing to do for entity alpha
1606 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1607 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1610 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1612 mode = SHADERMODE_REFRACTION;
1613 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1614 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1615 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1616 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 mode = SHADERMODE_GENERIC;
1621 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1622 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1623 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1625 if (vid.allowalphatocoverage)
1626 GL_AlphaToCoverage(false);
1628 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1630 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1632 switch(t->offsetmapping)
1634 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1635 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1636 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1637 case OFFSETMAPPING_OFF: break;
1640 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1641 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1642 // normalmap (deferred prepass), may use alpha test on diffuse
1643 mode = SHADERMODE_DEFERREDGEOMETRY;
1644 GL_BlendFunc(GL_ONE, GL_ZERO);
1645 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1646 if (vid.allowalphatocoverage)
1647 GL_AlphaToCoverage(false);
1649 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1651 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1653 switch(t->offsetmapping)
1655 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1656 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1657 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1658 case OFFSETMAPPING_OFF: break;
1661 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1662 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1663 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1664 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1666 mode = SHADERMODE_LIGHTSOURCE;
1667 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1668 permutation |= SHADERPERMUTATION_CUBEFILTER;
1669 if (VectorLength2(rtlightdiffuse) > 0)
1670 permutation |= SHADERPERMUTATION_DIFFUSE;
1671 if (VectorLength2(rtlightspecular) > 0)
1672 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1673 if (r_refdef.fogenabled)
1674 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1675 if (t->colormapping)
1676 permutation |= SHADERPERMUTATION_COLORMAPPING;
1677 if (r_shadow_usingshadowmap2d)
1679 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1680 if(r_shadow_shadowmapvsdct)
1681 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1683 if (r_shadow_shadowmap2ddepthbuffer)
1684 permutation |= SHADERPERMUTATION_DEPTHRGB;
1686 if (t->reflectmasktexture)
1687 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1688 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1689 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1690 if (vid.allowalphatocoverage)
1691 GL_AlphaToCoverage(false);
1693 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1695 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1697 switch(t->offsetmapping)
1699 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1700 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1701 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1702 case OFFSETMAPPING_OFF: break;
1705 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1706 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1707 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1708 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1709 // directional model lighting
1710 mode = SHADERMODE_LIGHTDIRECTION;
1711 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1712 permutation |= SHADERPERMUTATION_GLOW;
1713 if (VectorLength2(t->render_modellight_diffuse))
1714 permutation |= SHADERPERMUTATION_DIFFUSE;
1715 if (VectorLength2(t->render_modellight_specular) > 0)
1716 permutation |= SHADERPERMUTATION_SPECULAR;
1717 if (r_refdef.fogenabled)
1718 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1719 if (t->colormapping)
1720 permutation |= SHADERPERMUTATION_COLORMAPPING;
1721 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1723 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1724 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1726 if (r_shadow_shadowmap2ddepthbuffer)
1727 permutation |= SHADERPERMUTATION_DEPTHRGB;
1729 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1730 permutation |= SHADERPERMUTATION_REFLECTION;
1731 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1732 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1733 if (t->reflectmasktexture)
1734 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1735 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1737 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1738 if (r_shadow_bouncegrid_state.directional)
1739 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1741 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1742 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1743 // when using alphatocoverage, we don't need alphakill
1744 if (vid.allowalphatocoverage)
1746 if (r_transparent_alphatocoverage.integer)
1748 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1749 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1752 GL_AlphaToCoverage(false);
1757 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1759 switch(t->offsetmapping)
1761 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1762 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1763 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1764 case OFFSETMAPPING_OFF: break;
1767 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1768 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1769 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1770 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1772 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1773 permutation |= SHADERPERMUTATION_GLOW;
1774 if (r_refdef.fogenabled)
1775 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1776 if (t->colormapping)
1777 permutation |= SHADERPERMUTATION_COLORMAPPING;
1778 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1780 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1781 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1783 if (r_shadow_shadowmap2ddepthbuffer)
1784 permutation |= SHADERPERMUTATION_DEPTHRGB;
1786 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1787 permutation |= SHADERPERMUTATION_REFLECTION;
1788 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1789 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1790 if (t->reflectmasktexture)
1791 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1792 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1794 // deluxemapping (light direction texture)
1795 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1796 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1798 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1799 permutation |= SHADERPERMUTATION_DIFFUSE;
1800 if (VectorLength2(t->render_lightmap_specular) > 0)
1801 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1803 else if (r_glsl_deluxemapping.integer >= 2)
1805 // fake deluxemapping (uniform light direction in tangentspace)
1806 if (rsurface.uselightmaptexture)
1807 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1809 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1810 permutation |= SHADERPERMUTATION_DIFFUSE;
1811 if (VectorLength2(t->render_lightmap_specular) > 0)
1812 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1814 else if (rsurface.uselightmaptexture)
1816 // ordinary lightmapping (q1bsp, q3bsp)
1817 mode = SHADERMODE_LIGHTMAP;
1821 // ordinary vertex coloring (q3bsp)
1822 mode = SHADERMODE_VERTEXCOLOR;
1824 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1826 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1827 if (r_shadow_bouncegrid_state.directional)
1828 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1830 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1831 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1832 // when using alphatocoverage, we don't need alphakill
1833 if (vid.allowalphatocoverage)
1835 if (r_transparent_alphatocoverage.integer)
1837 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1838 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1841 GL_AlphaToCoverage(false);
1844 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1845 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1846 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1847 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1848 switch(vid.renderpath)
1850 case RENDERPATH_GL32:
1851 case RENDERPATH_GLES2:
1852 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);
1853 RSurf_UploadBuffersForBatch();
1854 // this has to be after RSurf_PrepareVerticesForBatch
1855 if (rsurface.batchskeletaltransform3x4buffer)
1856 permutation |= SHADERPERMUTATION_SKELETAL;
1857 R_SetupShader_SetPermutationGLSL(mode, permutation);
1858 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1859 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1861 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1862 if (mode == SHADERMODE_LIGHTSOURCE)
1864 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1865 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1866 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1867 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1868 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1869 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1871 // additive passes are only darkened by fog, not tinted
1872 if (r_glsl_permutation->loc_FogColor >= 0)
1873 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1874 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1878 if (mode == SHADERMODE_FLATCOLOR)
1880 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1882 else if (mode == SHADERMODE_LIGHTDIRECTION)
1884 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1885 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1886 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1887 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1888 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1889 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1890 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1894 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1895 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1896 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1897 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1898 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1900 // additive passes are only darkened by fog, not tinted
1901 if (r_glsl_permutation->loc_FogColor >= 0)
1903 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1904 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1906 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1908 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1909 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]);
1910 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]);
1911 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1912 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1913 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1914 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1915 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1916 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1918 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1919 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1920 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1921 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1923 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1924 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1928 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1929 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1932 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1933 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1934 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1935 if (r_glsl_permutation->loc_Color_Pants >= 0)
1937 if (t->pantstexture)
1938 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1940 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1942 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1944 if (t->shirttexture)
1945 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1947 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1949 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]);
1950 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1951 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1952 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1953 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1954 r_glsl_offsetmapping_scale.value*t->offsetscale,
1955 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1956 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1957 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1959 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);
1960 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1961 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]);
1962 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1963 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1964 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1966 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
1967 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
1968 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
1969 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
1970 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
1971 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
1972 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
1973 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
1974 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
1975 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
1976 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
1977 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
1978 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
1979 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
1980 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
1981 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
1982 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
1983 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
1984 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
1985 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
1986 if (rsurfacepass == RSURFPASS_BACKGROUND)
1988 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
1989 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
1990 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
1994 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
1996 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
1997 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
1998 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
1999 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2001 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2002 if (rsurface.rtlight)
2004 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2005 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2008 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2014 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2016 // select a permutation of the lighting shader appropriate to this
2017 // combination of texture, entity, light source, and fogging, only use the
2018 // minimum features necessary to avoid wasting rendering time in the
2019 // fragment shader on features that are not being used
2020 dpuint64 permutation = 0;
2021 unsigned int mode = 0;
2022 const float *lightcolorbase = rtlight->currentcolor;
2023 float ambientscale = rtlight->ambientscale;
2024 float diffusescale = rtlight->diffusescale;
2025 float specularscale = rtlight->specularscale;
2026 // this is the location of the light in view space
2027 vec3_t viewlightorigin;
2028 // this transforms from view space (camera) to light space (cubemap)
2029 matrix4x4_t viewtolight;
2030 matrix4x4_t lighttoview;
2031 float viewtolight16f[16];
2033 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2034 if (rtlight->currentcubemap != r_texture_whitecube)
2035 permutation |= SHADERPERMUTATION_CUBEFILTER;
2036 if (diffusescale > 0)
2037 permutation |= SHADERPERMUTATION_DIFFUSE;
2038 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2039 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2040 if (r_shadow_usingshadowmap2d)
2042 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2043 if (r_shadow_shadowmapvsdct)
2044 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2046 if (r_shadow_shadowmap2ddepthbuffer)
2047 permutation |= SHADERPERMUTATION_DEPTHRGB;
2049 if (vid.allowalphatocoverage)
2050 GL_AlphaToCoverage(false);
2051 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2052 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2053 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2054 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2055 switch(vid.renderpath)
2057 case RENDERPATH_GL32:
2058 case RENDERPATH_GLES2:
2059 R_SetupShader_SetPermutationGLSL(mode, permutation);
2060 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2061 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2062 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2063 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2064 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2065 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2066 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2067 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);
2068 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]);
2069 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2071 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2072 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2074 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2075 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2080 #define SKINFRAME_HASH 1024
2084 unsigned int loadsequence; // incremented each level change
2085 memexpandablearray_t array;
2086 skinframe_t *hash[SKINFRAME_HASH];
2089 r_skinframe_t r_skinframe;
2091 void R_SkinFrame_PrepareForPurge(void)
2093 r_skinframe.loadsequence++;
2094 // wrap it without hitting zero
2095 if (r_skinframe.loadsequence >= 200)
2096 r_skinframe.loadsequence = 1;
2099 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2103 // mark the skinframe as used for the purging code
2104 skinframe->loadsequence = r_skinframe.loadsequence;
2107 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2111 if (s->merged == s->base)
2113 R_PurgeTexture(s->stain); s->stain = NULL;
2114 R_PurgeTexture(s->merged); s->merged = NULL;
2115 R_PurgeTexture(s->base); s->base = NULL;
2116 R_PurgeTexture(s->pants); s->pants = NULL;
2117 R_PurgeTexture(s->shirt); s->shirt = NULL;
2118 R_PurgeTexture(s->nmap); s->nmap = NULL;
2119 R_PurgeTexture(s->gloss); s->gloss = NULL;
2120 R_PurgeTexture(s->glow); s->glow = NULL;
2121 R_PurgeTexture(s->fog); s->fog = NULL;
2122 R_PurgeTexture(s->reflect); s->reflect = NULL;
2123 s->loadsequence = 0;
2126 void R_SkinFrame_Purge(void)
2130 for (i = 0;i < SKINFRAME_HASH;i++)
2132 for (s = r_skinframe.hash[i];s;s = s->next)
2134 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2135 R_SkinFrame_PurgeSkinFrame(s);
2140 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2142 char basename[MAX_QPATH];
2144 Image_StripImageExtension(name, basename, sizeof(basename));
2146 if( last == NULL ) {
2148 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2149 item = r_skinframe.hash[hashindex];
2154 // linearly search through the hash bucket
2155 for( ; item ; item = item->next ) {
2156 if( !strcmp( item->basename, basename ) ) {
2163 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2166 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2168 char basename[MAX_QPATH];
2170 Image_StripImageExtension(name, basename, sizeof(basename));
2172 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2173 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2174 if (!strcmp(item->basename, basename) &&
2175 item->textureflags == compareflags &&
2176 item->comparewidth == comparewidth &&
2177 item->compareheight == compareheight &&
2178 item->comparecrc == comparecrc)
2185 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2186 memset(item, 0, sizeof(*item));
2187 strlcpy(item->basename, basename, sizeof(item->basename));
2188 item->textureflags = compareflags;
2189 item->comparewidth = comparewidth;
2190 item->compareheight = compareheight;
2191 item->comparecrc = comparecrc;
2192 item->next = r_skinframe.hash[hashindex];
2193 r_skinframe.hash[hashindex] = item;
2195 else if (textureflags & TEXF_FORCE_RELOAD)
2196 R_SkinFrame_PurgeSkinFrame(item);
2198 R_SkinFrame_MarkUsed(item);
2202 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2204 unsigned long long avgcolor[5], wsum; \
2212 for(pix = 0; pix < cnt; ++pix) \
2215 for(comp = 0; comp < 3; ++comp) \
2217 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2220 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2222 for(comp = 0; comp < 3; ++comp) \
2223 avgcolor[comp] += getpixel * w; \
2226 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2227 avgcolor[4] += getpixel; \
2229 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2231 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2232 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2233 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2234 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2237 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2239 skinframe_t *skinframe;
2241 if (cls.state == ca_dedicated)
2244 // return an existing skinframe if already loaded
2245 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2246 if (skinframe && skinframe->base)
2249 // if the skinframe doesn't exist this will create it
2250 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2253 extern cvar_t gl_picmip;
2254 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2257 unsigned char *pixels;
2258 unsigned char *bumppixels;
2259 unsigned char *basepixels = NULL;
2260 int basepixels_width = 0;
2261 int basepixels_height = 0;
2262 rtexture_t *ddsbase = NULL;
2263 qboolean ddshasalpha = false;
2264 float ddsavgcolor[4];
2265 char basename[MAX_QPATH];
2266 int miplevel = R_PicmipForFlags(textureflags);
2267 int savemiplevel = miplevel;
2271 if (cls.state == ca_dedicated)
2274 Image_StripImageExtension(name, basename, sizeof(basename));
2276 // check for DDS texture file first
2277 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2279 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2280 if (basepixels == NULL && fallbacknotexture)
2281 basepixels = Image_GenerateNoTexture();
2282 if (basepixels == NULL)
2286 // FIXME handle miplevel
2288 if (developer_loading.integer)
2289 Con_Printf("loading skin \"%s\"\n", name);
2291 // we've got some pixels to store, so really allocate this new texture now
2293 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2294 textureflags &= ~TEXF_FORCE_RELOAD;
2295 skinframe->stain = NULL;
2296 skinframe->merged = NULL;
2297 skinframe->base = NULL;
2298 skinframe->pants = NULL;
2299 skinframe->shirt = NULL;
2300 skinframe->nmap = NULL;
2301 skinframe->gloss = NULL;
2302 skinframe->glow = NULL;
2303 skinframe->fog = NULL;
2304 skinframe->reflect = NULL;
2305 skinframe->hasalpha = false;
2306 // we could store the q2animname here too
2310 skinframe->base = ddsbase;
2311 skinframe->hasalpha = ddshasalpha;
2312 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2313 if (r_loadfog && skinframe->hasalpha)
2314 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);
2315 //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]);
2319 basepixels_width = image_width;
2320 basepixels_height = image_height;
2321 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);
2322 if (textureflags & TEXF_ALPHA)
2324 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2326 if (basepixels[j] < 255)
2328 skinframe->hasalpha = true;
2332 if (r_loadfog && skinframe->hasalpha)
2334 // has transparent pixels
2335 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2336 for (j = 0;j < image_width * image_height * 4;j += 4)
2341 pixels[j+3] = basepixels[j+3];
2343 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);
2347 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2349 //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]);
2350 if (r_savedds && skinframe->base)
2351 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2352 if (r_savedds && skinframe->fog)
2353 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2359 mymiplevel = savemiplevel;
2360 if (r_loadnormalmap)
2361 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);
2362 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2364 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2365 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2366 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2367 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2370 // _norm is the name used by tenebrae and has been adopted as standard
2371 if (r_loadnormalmap && skinframe->nmap == NULL)
2373 mymiplevel = savemiplevel;
2374 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2376 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);
2380 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2382 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2383 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2384 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);
2386 Mem_Free(bumppixels);
2388 else if (r_shadow_bumpscale_basetexture.value > 0)
2390 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2391 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2392 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);
2396 if (r_savedds && skinframe->nmap)
2397 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2401 // _luma is supported only for tenebrae compatibility
2402 // _glow is the preferred name
2403 mymiplevel = savemiplevel;
2404 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))))
2406 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);
2408 if (r_savedds && skinframe->glow)
2409 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2411 Mem_Free(pixels);pixels = NULL;
2414 mymiplevel = savemiplevel;
2415 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2417 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);
2419 if (r_savedds && skinframe->gloss)
2420 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2426 mymiplevel = savemiplevel;
2427 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2429 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);
2431 if (r_savedds && skinframe->pants)
2432 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2438 mymiplevel = savemiplevel;
2439 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2441 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);
2443 if (r_savedds && skinframe->shirt)
2444 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2450 mymiplevel = savemiplevel;
2451 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2453 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);
2455 if (r_savedds && skinframe->reflect)
2456 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2463 Mem_Free(basepixels);
2468 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2471 skinframe_t *skinframe;
2474 if (cls.state == ca_dedicated)
2477 // if already loaded just return it, otherwise make a new skinframe
2478 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2479 if (skinframe->base)
2481 textureflags &= ~TEXF_FORCE_RELOAD;
2483 skinframe->stain = NULL;
2484 skinframe->merged = NULL;
2485 skinframe->base = NULL;
2486 skinframe->pants = NULL;
2487 skinframe->shirt = NULL;
2488 skinframe->nmap = NULL;
2489 skinframe->gloss = NULL;
2490 skinframe->glow = NULL;
2491 skinframe->fog = NULL;
2492 skinframe->reflect = NULL;
2493 skinframe->hasalpha = false;
2495 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2499 if (developer_loading.integer)
2500 Con_Printf("loading 32bit skin \"%s\"\n", name);
2502 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2504 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2505 unsigned char *b = a + width * height * 4;
2506 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2507 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2510 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2511 if (textureflags & TEXF_ALPHA)
2513 for (i = 3;i < width * height * 4;i += 4)
2515 if (skindata[i] < 255)
2517 skinframe->hasalpha = true;
2521 if (r_loadfog && skinframe->hasalpha)
2523 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2524 memcpy(fogpixels, skindata, width * height * 4);
2525 for (i = 0;i < width * height * 4;i += 4)
2526 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2527 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2528 Mem_Free(fogpixels);
2532 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2533 //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]);
2538 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2542 skinframe_t *skinframe;
2544 if (cls.state == ca_dedicated)
2547 // if already loaded just return it, otherwise make a new skinframe
2548 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2549 if (skinframe->base)
2551 //textureflags &= ~TEXF_FORCE_RELOAD;
2553 skinframe->stain = NULL;
2554 skinframe->merged = NULL;
2555 skinframe->base = NULL;
2556 skinframe->pants = NULL;
2557 skinframe->shirt = NULL;
2558 skinframe->nmap = NULL;
2559 skinframe->gloss = NULL;
2560 skinframe->glow = NULL;
2561 skinframe->fog = NULL;
2562 skinframe->reflect = NULL;
2563 skinframe->hasalpha = false;
2565 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2569 if (developer_loading.integer)
2570 Con_Printf("loading quake skin \"%s\"\n", name);
2572 // 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)
2573 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2574 memcpy(skinframe->qpixels, skindata, width*height);
2575 skinframe->qwidth = width;
2576 skinframe->qheight = height;
2579 for (i = 0;i < width * height;i++)
2580 featuresmask |= palette_featureflags[skindata[i]];
2582 skinframe->hasalpha = false;
2585 skinframe->hasalpha = true;
2586 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2587 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2588 skinframe->qgeneratemerged = true;
2589 skinframe->qgeneratebase = skinframe->qhascolormapping;
2590 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2592 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2593 //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]);
2598 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2602 unsigned char *skindata;
2605 if (!skinframe->qpixels)
2608 if (!skinframe->qhascolormapping)
2609 colormapped = false;
2613 if (!skinframe->qgeneratebase)
2618 if (!skinframe->qgeneratemerged)
2622 width = skinframe->qwidth;
2623 height = skinframe->qheight;
2624 skindata = skinframe->qpixels;
2626 if (skinframe->qgeneratenmap)
2628 unsigned char *a, *b;
2629 skinframe->qgeneratenmap = false;
2630 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2631 b = a + width * height * 4;
2632 // use either a custom palette or the quake palette
2633 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2634 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2635 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2639 if (skinframe->qgenerateglow)
2641 skinframe->qgenerateglow = false;
2642 if (skinframe->hasalpha) // fence textures
2643 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2645 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
2650 skinframe->qgeneratebase = false;
2651 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);
2652 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);
2653 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);
2657 skinframe->qgeneratemerged = false;
2658 if (skinframe->hasalpha) // fence textures
2659 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2661 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);
2664 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2666 Mem_Free(skinframe->qpixels);
2667 skinframe->qpixels = NULL;
2671 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)
2674 skinframe_t *skinframe;
2677 if (cls.state == ca_dedicated)
2680 // if already loaded just return it, otherwise make a new skinframe
2681 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2682 if (skinframe->base)
2684 textureflags &= ~TEXF_FORCE_RELOAD;
2686 skinframe->stain = NULL;
2687 skinframe->merged = NULL;
2688 skinframe->base = NULL;
2689 skinframe->pants = NULL;
2690 skinframe->shirt = NULL;
2691 skinframe->nmap = NULL;
2692 skinframe->gloss = NULL;
2693 skinframe->glow = NULL;
2694 skinframe->fog = NULL;
2695 skinframe->reflect = NULL;
2696 skinframe->hasalpha = false;
2698 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2702 if (developer_loading.integer)
2703 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2705 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2706 if ((textureflags & TEXF_ALPHA) && alphapalette)
2708 for (i = 0;i < width * height;i++)
2710 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2712 skinframe->hasalpha = true;
2716 if (r_loadfog && skinframe->hasalpha)
2717 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2720 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2721 //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]);
2726 skinframe_t *R_SkinFrame_LoadMissing(void)
2728 skinframe_t *skinframe;
2730 if (cls.state == ca_dedicated)
2733 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2734 skinframe->stain = NULL;
2735 skinframe->merged = NULL;
2736 skinframe->base = NULL;
2737 skinframe->pants = NULL;
2738 skinframe->shirt = NULL;
2739 skinframe->nmap = NULL;
2740 skinframe->gloss = NULL;
2741 skinframe->glow = NULL;
2742 skinframe->fog = NULL;
2743 skinframe->reflect = NULL;
2744 skinframe->hasalpha = false;
2746 skinframe->avgcolor[0] = rand() / RAND_MAX;
2747 skinframe->avgcolor[1] = rand() / RAND_MAX;
2748 skinframe->avgcolor[2] = rand() / RAND_MAX;
2749 skinframe->avgcolor[3] = 1;
2754 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2757 static unsigned char pix[16][16][4];
2759 if (cls.state == ca_dedicated)
2762 // this makes a light grey/dark grey checkerboard texture
2765 for (y = 0; y < 16; y++)
2767 for (x = 0; x < 16; x++)
2769 if ((y < 8) ^ (x < 8))
2787 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2790 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2792 skinframe_t *skinframe;
2793 if (cls.state == ca_dedicated)
2795 // if already loaded just return it, otherwise make a new skinframe
2796 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2797 if (skinframe->base)
2799 textureflags &= ~TEXF_FORCE_RELOAD;
2800 skinframe->stain = NULL;
2801 skinframe->merged = NULL;
2802 skinframe->base = NULL;
2803 skinframe->pants = NULL;
2804 skinframe->shirt = NULL;
2805 skinframe->nmap = NULL;
2806 skinframe->gloss = NULL;
2807 skinframe->glow = NULL;
2808 skinframe->fog = NULL;
2809 skinframe->reflect = NULL;
2810 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2811 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2814 if (developer_loading.integer)
2815 Con_Printf("loading 32bit skin \"%s\"\n", name);
2816 skinframe->base = skinframe->merged = tex;
2817 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2821 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2822 typedef struct suffixinfo_s
2825 qboolean flipx, flipy, flipdiagonal;
2828 static suffixinfo_t suffix[3][6] =
2831 {"px", false, false, false},
2832 {"nx", false, false, false},
2833 {"py", false, false, false},
2834 {"ny", false, false, false},
2835 {"pz", false, false, false},
2836 {"nz", false, false, false}
2839 {"posx", false, false, false},
2840 {"negx", false, false, false},
2841 {"posy", false, false, false},
2842 {"negy", false, false, false},
2843 {"posz", false, false, false},
2844 {"negz", false, false, false}
2847 {"rt", true, false, true},
2848 {"lf", false, true, true},
2849 {"ft", true, true, false},
2850 {"bk", false, false, false},
2851 {"up", true, false, true},
2852 {"dn", true, false, true}
2856 static int componentorder[4] = {0, 1, 2, 3};
2858 static rtexture_t *R_LoadCubemap(const char *basename)
2860 int i, j, cubemapsize;
2861 unsigned char *cubemappixels, *image_buffer;
2862 rtexture_t *cubemaptexture;
2864 // must start 0 so the first loadimagepixels has no requested width/height
2866 cubemappixels = NULL;
2867 cubemaptexture = NULL;
2868 // keep trying different suffix groups (posx, px, rt) until one loads
2869 for (j = 0;j < 3 && !cubemappixels;j++)
2871 // load the 6 images in the suffix group
2872 for (i = 0;i < 6;i++)
2874 // generate an image name based on the base and and suffix
2875 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2877 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2879 // an image loaded, make sure width and height are equal
2880 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2882 // if this is the first image to load successfully, allocate the cubemap memory
2883 if (!cubemappixels && image_width >= 1)
2885 cubemapsize = image_width;
2886 // note this clears to black, so unavailable sides are black
2887 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2889 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2891 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);
2894 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2896 Mem_Free(image_buffer);
2900 // if a cubemap loaded, upload it
2903 if (developer_loading.integer)
2904 Con_Printf("loading cubemap \"%s\"\n", basename);
2906 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);
2907 Mem_Free(cubemappixels);
2911 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2912 if (developer_loading.integer)
2914 Con_Printf("(tried tried images ");
2915 for (j = 0;j < 3;j++)
2916 for (i = 0;i < 6;i++)
2917 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2918 Con_Print(" and was unable to find any of them).\n");
2921 return cubemaptexture;
2924 rtexture_t *R_GetCubemap(const char *basename)
2927 for (i = 0;i < r_texture_numcubemaps;i++)
2928 if (r_texture_cubemaps[i] != NULL)
2929 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2930 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2931 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2932 return r_texture_whitecube;
2933 r_texture_numcubemaps++;
2934 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2935 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2936 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2937 return r_texture_cubemaps[i]->texture;
2940 static void R_Main_FreeViewCache(void)
2942 if (r_refdef.viewcache.entityvisible)
2943 Mem_Free(r_refdef.viewcache.entityvisible);
2944 if (r_refdef.viewcache.world_pvsbits)
2945 Mem_Free(r_refdef.viewcache.world_pvsbits);
2946 if (r_refdef.viewcache.world_leafvisible)
2947 Mem_Free(r_refdef.viewcache.world_leafvisible);
2948 if (r_refdef.viewcache.world_surfacevisible)
2949 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2950 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2953 static void R_Main_ResizeViewCache(void)
2955 int numentities = r_refdef.scene.numentities;
2956 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2957 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2958 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2959 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2960 if (r_refdef.viewcache.maxentities < numentities)
2962 r_refdef.viewcache.maxentities = numentities;
2963 if (r_refdef.viewcache.entityvisible)
2964 Mem_Free(r_refdef.viewcache.entityvisible);
2965 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2967 if (r_refdef.viewcache.world_numclusters != numclusters)
2969 r_refdef.viewcache.world_numclusters = numclusters;
2970 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2971 if (r_refdef.viewcache.world_pvsbits)
2972 Mem_Free(r_refdef.viewcache.world_pvsbits);
2973 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2975 if (r_refdef.viewcache.world_numleafs != numleafs)
2977 r_refdef.viewcache.world_numleafs = numleafs;
2978 if (r_refdef.viewcache.world_leafvisible)
2979 Mem_Free(r_refdef.viewcache.world_leafvisible);
2980 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2982 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2984 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2985 if (r_refdef.viewcache.world_surfacevisible)
2986 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2987 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2991 extern rtexture_t *loadingscreentexture;
2992 static void gl_main_start(void)
2994 loadingscreentexture = NULL;
2995 r_texture_blanknormalmap = NULL;
2996 r_texture_white = NULL;
2997 r_texture_grey128 = NULL;
2998 r_texture_black = NULL;
2999 r_texture_whitecube = NULL;
3000 r_texture_normalizationcube = NULL;
3001 r_texture_fogattenuation = NULL;
3002 r_texture_fogheighttexture = NULL;
3003 r_texture_gammaramps = NULL;
3004 r_texture_numcubemaps = 0;
3005 r_uniformbufferalignment = 32;
3007 r_loaddds = r_texture_dds_load.integer != 0;
3008 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3010 switch(vid.renderpath)
3012 case RENDERPATH_GL32:
3013 case RENDERPATH_GLES2:
3014 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3015 Cvar_SetValueQuick(&gl_combine, 1);
3016 Cvar_SetValueQuick(&r_glsl, 1);
3017 r_loadnormalmap = true;
3020 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3021 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3027 R_FrameData_Reset();
3028 R_BufferData_Reset();
3032 memset(r_queries, 0, sizeof(r_queries));
3034 r_qwskincache = NULL;
3035 r_qwskincache_size = 0;
3037 // due to caching of texture_t references, the collision cache must be reset
3038 Collision_Cache_Reset(true);
3040 // set up r_skinframe loading system for textures
3041 memset(&r_skinframe, 0, sizeof(r_skinframe));
3042 r_skinframe.loadsequence = 1;
3043 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3045 r_main_texturepool = R_AllocTexturePool();
3046 R_BuildBlankTextures();
3049 R_BuildNormalizationCube();
3050 r_texture_fogattenuation = NULL;
3051 r_texture_fogheighttexture = NULL;
3052 r_texture_gammaramps = NULL;
3053 //r_texture_fogintensity = NULL;
3054 memset(&r_fb, 0, sizeof(r_fb));
3055 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3056 r_glsl_permutation = NULL;
3057 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3058 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3059 memset(&r_svbsp, 0, sizeof (r_svbsp));
3061 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3062 r_texture_numcubemaps = 0;
3064 r_refdef.fogmasktable_density = 0;
3067 // For Steelstorm Android
3068 // FIXME CACHE the program and reload
3069 // FIXME see possible combinations for SS:BR android
3070 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3071 R_SetupShader_SetPermutationGLSL(0, 12);
3072 R_SetupShader_SetPermutationGLSL(0, 13);
3073 R_SetupShader_SetPermutationGLSL(0, 8388621);
3074 R_SetupShader_SetPermutationGLSL(3, 0);
3075 R_SetupShader_SetPermutationGLSL(3, 2048);
3076 R_SetupShader_SetPermutationGLSL(5, 0);
3077 R_SetupShader_SetPermutationGLSL(5, 2);
3078 R_SetupShader_SetPermutationGLSL(5, 2048);
3079 R_SetupShader_SetPermutationGLSL(5, 8388608);
3080 R_SetupShader_SetPermutationGLSL(11, 1);
3081 R_SetupShader_SetPermutationGLSL(11, 2049);
3082 R_SetupShader_SetPermutationGLSL(11, 8193);
3083 R_SetupShader_SetPermutationGLSL(11, 10241);
3084 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3088 extern unsigned int r_shadow_occlusion_buf;
3090 static void gl_main_shutdown(void)
3092 R_RenderTarget_FreeUnused(true);
3093 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3095 R_FrameData_Reset();
3096 R_BufferData_Reset();
3098 R_Main_FreeViewCache();
3100 switch(vid.renderpath)
3102 case RENDERPATH_GL32:
3103 case RENDERPATH_GLES2:
3104 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3106 qglDeleteQueries(r_maxqueries, r_queries);
3110 r_shadow_occlusion_buf = 0;
3113 memset(r_queries, 0, sizeof(r_queries));
3115 r_qwskincache = NULL;
3116 r_qwskincache_size = 0;
3118 // clear out the r_skinframe state
3119 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3120 memset(&r_skinframe, 0, sizeof(r_skinframe));
3123 Mem_Free(r_svbsp.nodes);
3124 memset(&r_svbsp, 0, sizeof (r_svbsp));
3125 R_FreeTexturePool(&r_main_texturepool);
3126 loadingscreentexture = NULL;
3127 r_texture_blanknormalmap = NULL;
3128 r_texture_white = NULL;
3129 r_texture_grey128 = NULL;
3130 r_texture_black = NULL;
3131 r_texture_whitecube = NULL;
3132 r_texture_normalizationcube = NULL;
3133 r_texture_fogattenuation = NULL;
3134 r_texture_fogheighttexture = NULL;
3135 r_texture_gammaramps = NULL;
3136 r_texture_numcubemaps = 0;
3137 //r_texture_fogintensity = NULL;
3138 memset(&r_fb, 0, sizeof(r_fb));
3139 R_GLSL_Restart_f(&cmd_client);
3141 r_glsl_permutation = NULL;
3142 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3143 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3146 static void gl_main_newmap(void)
3148 // FIXME: move this code to client
3149 char *entities, entname[MAX_QPATH];
3151 Mem_Free(r_qwskincache);
3152 r_qwskincache = NULL;
3153 r_qwskincache_size = 0;
3156 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3157 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3159 CL_ParseEntityLump(entities);
3163 if (cl.worldmodel->brush.entities)
3164 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3166 R_Main_FreeViewCache();
3168 R_FrameData_Reset();
3169 R_BufferData_Reset();
3172 void GL_Main_Init(void)
3175 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3176 R_InitShaderModeInfo();
3178 Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3179 Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3180 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3181 if (gamemode == GAME_NEHAHRA)
3183 Cvar_RegisterVariable (&gl_fogenable);
3184 Cvar_RegisterVariable (&gl_fogdensity);
3185 Cvar_RegisterVariable (&gl_fogred);
3186 Cvar_RegisterVariable (&gl_foggreen);
3187 Cvar_RegisterVariable (&gl_fogblue);
3188 Cvar_RegisterVariable (&gl_fogstart);
3189 Cvar_RegisterVariable (&gl_fogend);
3190 Cvar_RegisterVariable (&gl_skyclip);
3192 Cvar_RegisterVariable(&r_motionblur);
3193 Cvar_RegisterVariable(&r_damageblur);
3194 Cvar_RegisterVariable(&r_motionblur_averaging);
3195 Cvar_RegisterVariable(&r_motionblur_randomize);
3196 Cvar_RegisterVariable(&r_motionblur_minblur);
3197 Cvar_RegisterVariable(&r_motionblur_maxblur);
3198 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3199 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3200 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3201 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3202 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3203 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3204 Cvar_RegisterVariable(&r_depthfirst);
3205 Cvar_RegisterVariable(&r_useinfinitefarclip);
3206 Cvar_RegisterVariable(&r_farclip_base);
3207 Cvar_RegisterVariable(&r_farclip_world);
3208 Cvar_RegisterVariable(&r_nearclip);
3209 Cvar_RegisterVariable(&r_deformvertexes);
3210 Cvar_RegisterVariable(&r_transparent);
3211 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3212 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3213 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3214 Cvar_RegisterVariable(&r_showoverdraw);
3215 Cvar_RegisterVariable(&r_showbboxes);
3216 Cvar_RegisterVariable(&r_showbboxes_client);
3217 Cvar_RegisterVariable(&r_showsurfaces);
3218 Cvar_RegisterVariable(&r_showtris);
3219 Cvar_RegisterVariable(&r_shownormals);
3220 Cvar_RegisterVariable(&r_showlighting);
3221 Cvar_RegisterVariable(&r_showcollisionbrushes);
3222 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3223 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3224 Cvar_RegisterVariable(&r_showdisabledepthtest);
3225 Cvar_RegisterVariable(&r_showspriteedges);
3226 Cvar_RegisterVariable(&r_showparticleedges);
3227 Cvar_RegisterVariable(&r_drawportals);
3228 Cvar_RegisterVariable(&r_drawentities);
3229 Cvar_RegisterVariable(&r_draw2d);
3230 Cvar_RegisterVariable(&r_drawworld);
3231 Cvar_RegisterVariable(&r_cullentities_trace);
3232 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3233 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3234 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3235 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3236 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3237 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3238 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3239 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3240 Cvar_RegisterVariable(&r_sortentities);
3241 Cvar_RegisterVariable(&r_drawviewmodel);
3242 Cvar_RegisterVariable(&r_drawexteriormodel);
3243 Cvar_RegisterVariable(&r_speeds);
3244 Cvar_RegisterVariable(&r_fullbrights);
3245 Cvar_RegisterVariable(&r_wateralpha);
3246 Cvar_RegisterVariable(&r_dynamic);
3247 Cvar_RegisterVariable(&r_fullbright_directed);
3248 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3249 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3250 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3251 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3252 Cvar_RegisterVariable(&r_fullbright);
3253 Cvar_RegisterVariable(&r_shadows);
3254 Cvar_RegisterVariable(&r_shadows_darken);
3255 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3256 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3257 Cvar_RegisterVariable(&r_shadows_throwdistance);
3258 Cvar_RegisterVariable(&r_shadows_throwdirection);
3259 Cvar_RegisterVariable(&r_shadows_focus);
3260 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3261 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3262 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3263 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3264 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3265 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3266 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3267 Cvar_RegisterVariable(&r_fog_exp2);
3268 Cvar_RegisterVariable(&r_fog_clear);
3269 Cvar_RegisterVariable(&r_drawfog);
3270 Cvar_RegisterVariable(&r_transparentdepthmasking);
3271 Cvar_RegisterVariable(&r_transparent_sortmindist);
3272 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3273 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3274 Cvar_RegisterVariable(&r_texture_dds_load);
3275 Cvar_RegisterVariable(&r_texture_dds_save);
3276 Cvar_RegisterVariable(&r_textureunits);
3277 Cvar_RegisterVariable(&gl_combine);
3278 Cvar_RegisterVariable(&r_usedepthtextures);
3279 Cvar_RegisterVariable(&r_viewfbo);
3280 Cvar_RegisterVariable(&r_rendertarget_debug);
3281 Cvar_RegisterVariable(&r_viewscale);
3282 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3283 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3284 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3285 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3286 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3287 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3288 Cvar_RegisterVariable(&r_glsl);
3289 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3290 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3291 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3292 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3293 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3294 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3295 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3296 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3297 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3298 Cvar_RegisterVariable(&r_glsl_postprocess);
3299 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3300 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3301 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3302 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3303 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3304 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3307 Cvar_RegisterVariable(&r_celshading);
3308 Cvar_RegisterVariable(&r_celoutlines);
3310 Cvar_RegisterVariable(&r_water);
3311 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3312 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3313 Cvar_RegisterVariable(&r_water_clippingplanebias);
3314 Cvar_RegisterVariable(&r_water_refractdistort);
3315 Cvar_RegisterVariable(&r_water_reflectdistort);
3316 Cvar_RegisterVariable(&r_water_scissormode);
3317 Cvar_RegisterVariable(&r_water_lowquality);
3318 Cvar_RegisterVariable(&r_water_hideplayer);
3320 Cvar_RegisterVariable(&r_lerpsprites);
3321 Cvar_RegisterVariable(&r_lerpmodels);
3322 Cvar_RegisterVariable(&r_lerplightstyles);
3323 Cvar_RegisterVariable(&r_waterscroll);
3324 Cvar_RegisterVariable(&r_bloom);
3325 Cvar_RegisterVariable(&r_colorfringe);
3326 Cvar_RegisterVariable(&r_bloom_colorscale);
3327 Cvar_RegisterVariable(&r_bloom_brighten);
3328 Cvar_RegisterVariable(&r_bloom_blur);
3329 Cvar_RegisterVariable(&r_bloom_resolution);
3330 Cvar_RegisterVariable(&r_bloom_colorexponent);
3331 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3332 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3333 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3334 Cvar_RegisterVariable(&r_hdr_glowintensity);
3335 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3336 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3337 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3338 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3339 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3340 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3341 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3342 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3343 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3344 Cvar_RegisterVariable(&developer_texturelogging);
3345 Cvar_RegisterVariable(&gl_lightmaps);
3346 Cvar_RegisterVariable(&r_test);
3347 Cvar_RegisterVariable(&r_batch_multidraw);
3348 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3349 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3350 Cvar_RegisterVariable(&r_glsl_skeletal);
3351 Cvar_RegisterVariable(&r_glsl_saturation);
3352 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3353 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3354 Cvar_RegisterVariable(&r_framedatasize);
3355 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3356 Cvar_RegisterVariable(&r_buffermegs[i]);
3357 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3358 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3359 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3360 #ifdef DP_MOBILETOUCH
3361 // GLES devices have terrible depth precision in general, so...
3362 Cvar_SetValueQuick(&r_nearclip, 4);
3363 Cvar_SetValueQuick(&r_farclip_base, 4096);
3364 Cvar_SetValueQuick(&r_farclip_world, 0);
3365 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3367 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3370 void Render_Init(void)
3383 R_LightningBeams_Init();
3387 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3391 if (r_trippy.integer)
3393 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3395 p = r_refdef.view.frustum + i;
3400 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3404 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3408 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3412 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3416 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3420 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3424 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3428 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3436 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3440 if (r_trippy.integer)
3442 for (i = 0;i < numplanes;i++)
3449 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3453 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3457 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3461 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3465 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3469 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3473 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3477 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3485 //==================================================================================
3487 // LadyHavoc: this stores temporary data used within the same frame
3489 typedef struct r_framedata_mem_s
3491 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3492 size_t size; // how much usable space
3493 size_t current; // how much space in use
3494 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3495 size_t wantedsize; // how much space was allocated
3496 unsigned char *data; // start of real data (16byte aligned)
3500 static r_framedata_mem_t *r_framedata_mem;
3502 void R_FrameData_Reset(void)
3504 while (r_framedata_mem)
3506 r_framedata_mem_t *next = r_framedata_mem->purge;
3507 Mem_Free(r_framedata_mem);
3508 r_framedata_mem = next;
3512 static void R_FrameData_Resize(qboolean mustgrow)
3515 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3516 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3517 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3519 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3520 newmem->wantedsize = wantedsize;
3521 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3522 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3523 newmem->current = 0;
3525 newmem->purge = r_framedata_mem;
3526 r_framedata_mem = newmem;
3530 void R_FrameData_NewFrame(void)
3532 R_FrameData_Resize(false);
3533 if (!r_framedata_mem)
3535 // if we ran out of space on the last frame, free the old memory now
3536 while (r_framedata_mem->purge)
3538 // repeatedly remove the second item in the list, leaving only head
3539 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3540 Mem_Free(r_framedata_mem->purge);
3541 r_framedata_mem->purge = next;
3543 // reset the current mem pointer
3544 r_framedata_mem->current = 0;
3545 r_framedata_mem->mark = 0;
3548 void *R_FrameData_Alloc(size_t size)
3553 // align to 16 byte boundary - the data pointer is already aligned, so we
3554 // only need to ensure the size of every allocation is also aligned
3555 size = (size + 15) & ~15;
3557 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3559 // emergency - we ran out of space, allocate more memory
3560 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3561 newvalue = r_framedatasize.value * 2.0f;
3562 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3563 if (sizeof(size_t) >= 8)
3564 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3566 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3567 // this might not be a growing it, but we'll allocate another buffer every time
3568 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3569 R_FrameData_Resize(true);
3572 data = r_framedata_mem->data + r_framedata_mem->current;
3573 r_framedata_mem->current += size;
3575 // count the usage for stats
3576 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3577 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3579 return (void *)data;
3582 void *R_FrameData_Store(size_t size, void *data)
3584 void *d = R_FrameData_Alloc(size);
3586 memcpy(d, data, size);
3590 void R_FrameData_SetMark(void)
3592 if (!r_framedata_mem)
3594 r_framedata_mem->mark = r_framedata_mem->current;
3597 void R_FrameData_ReturnToMark(void)
3599 if (!r_framedata_mem)
3601 r_framedata_mem->current = r_framedata_mem->mark;
3604 //==================================================================================
3606 // avoid reusing the same buffer objects on consecutive frames
3607 #define R_BUFFERDATA_CYCLE 3
3609 typedef struct r_bufferdata_buffer_s
3611 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3612 size_t size; // how much usable space
3613 size_t current; // how much space in use
3614 r_meshbuffer_t *buffer; // the buffer itself
3616 r_bufferdata_buffer_t;
3618 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3619 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3621 /// frees all dynamic buffers
3622 void R_BufferData_Reset(void)
3625 r_bufferdata_buffer_t **p, *mem;
3626 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3628 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3631 p = &r_bufferdata_buffer[cycle][type];
3637 R_Mesh_DestroyMeshBuffer(mem->buffer);
3644 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3645 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3647 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3649 float newvalue = r_buffermegs[type].value;
3651 // increase the cvar if we have to (but only if we already have a mem)
3652 if (mustgrow && mem)
3654 newvalue = bound(0.25f, newvalue, 256.0f);
3655 while (newvalue * 1024*1024 < minsize)
3658 // clamp the cvar to valid range
3659 newvalue = bound(0.25f, newvalue, 256.0f);
3660 if (r_buffermegs[type].value != newvalue)
3661 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3663 // calculate size in bytes
3664 size = (size_t)(newvalue * 1024*1024);
3665 size = bound(131072, size, 256*1024*1024);
3667 // allocate a new buffer if the size is different (purge old one later)
3668 // or if we were told we must grow the buffer
3669 if (!mem || mem->size != size || mustgrow)
3671 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3674 if (type == R_BUFFERDATA_VERTEX)
3675 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3676 else if (type == R_BUFFERDATA_INDEX16)
3677 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3678 else if (type == R_BUFFERDATA_INDEX32)
3679 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3680 else if (type == R_BUFFERDATA_UNIFORM)
3681 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3682 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3683 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3687 void R_BufferData_NewFrame(void)
3690 r_bufferdata_buffer_t **p, *mem;
3691 // cycle to the next frame's buffers
3692 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3693 // if we ran out of space on the last time we used these buffers, free the old memory now
3694 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3696 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3698 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3699 // free all but the head buffer, this is how we recycle obsolete
3700 // buffers after they are no longer in use
3701 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3707 R_Mesh_DestroyMeshBuffer(mem->buffer);
3710 // reset the current offset
3711 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3716 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3718 r_bufferdata_buffer_t *mem;
3722 *returnbufferoffset = 0;
3724 // align size to a byte boundary appropriate for the buffer type, this
3725 // makes all allocations have aligned start offsets
3726 if (type == R_BUFFERDATA_UNIFORM)
3727 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3729 padsize = (datasize + 15) & ~15;
3731 // if we ran out of space in this buffer we must allocate a new one
3732 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3733 R_BufferData_Resize(type, true, padsize);
3735 // if the resize did not give us enough memory, fail
3736 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3737 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3739 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3740 offset = (int)mem->current;
3741 mem->current += padsize;
3743 // upload the data to the buffer at the chosen offset
3745 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3746 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3748 // count the usage for stats
3749 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3750 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3752 // return the buffer offset
3753 *returnbufferoffset = offset;
3758 //==================================================================================
3760 // LadyHavoc: animcache originally written by Echon, rewritten since then
3763 * Animation cache prevents re-generating mesh data for an animated model
3764 * multiple times in one frame for lighting, shadowing, reflections, etc.
3767 void R_AnimCache_Free(void)
3771 void R_AnimCache_ClearCache(void)
3774 entity_render_t *ent;
3776 for (i = 0;i < r_refdef.scene.numentities;i++)
3778 ent = r_refdef.scene.entities[i];
3779 ent->animcache_vertex3f = NULL;
3780 ent->animcache_vertex3f_vertexbuffer = NULL;
3781 ent->animcache_vertex3f_bufferoffset = 0;
3782 ent->animcache_normal3f = NULL;
3783 ent->animcache_normal3f_vertexbuffer = NULL;
3784 ent->animcache_normal3f_bufferoffset = 0;
3785 ent->animcache_svector3f = NULL;
3786 ent->animcache_svector3f_vertexbuffer = NULL;
3787 ent->animcache_svector3f_bufferoffset = 0;
3788 ent->animcache_tvector3f = NULL;
3789 ent->animcache_tvector3f_vertexbuffer = NULL;
3790 ent->animcache_tvector3f_bufferoffset = 0;
3791 ent->animcache_skeletaltransform3x4 = NULL;
3792 ent->animcache_skeletaltransform3x4buffer = NULL;
3793 ent->animcache_skeletaltransform3x4offset = 0;
3794 ent->animcache_skeletaltransform3x4size = 0;
3798 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3800 dp_model_t *model = ent->model;
3803 // see if this ent is worth caching
3804 if (!model || !model->Draw || !model->AnimateVertices)
3806 // nothing to cache if it contains no animations and has no skeleton
3807 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3809 // see if it is already cached for gpuskeletal
3810 if (ent->animcache_skeletaltransform3x4)
3812 // see if it is already cached as a mesh
3813 if (ent->animcache_vertex3f)
3815 // check if we need to add normals or tangents
3816 if (ent->animcache_normal3f)
3817 wantnormals = false;
3818 if (ent->animcache_svector3f)
3819 wanttangents = false;
3820 if (!wantnormals && !wanttangents)
3824 // check which kind of cache we need to generate
3825 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3827 // cache the skeleton so the vertex shader can use it
3828 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3829 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3830 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3831 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3832 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3833 // note: this can fail if the buffer is at the grow limit
3834 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3835 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3837 else if (ent->animcache_vertex3f)
3839 // mesh was already cached but we may need to add normals/tangents
3840 // (this only happens with multiple views, reflections, cameras, etc)
3841 if (wantnormals || wanttangents)
3843 numvertices = model->surfmesh.num_vertices;
3845 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3848 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3849 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3851 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3852 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3853 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3854 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3859 // generate mesh cache
3860 numvertices = model->surfmesh.num_vertices;
3861 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3863 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3866 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3867 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3869 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3870 if (wantnormals || wanttangents)
3872 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3873 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3874 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3876 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3877 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3878 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3883 void R_AnimCache_CacheVisibleEntities(void)
3887 // TODO: thread this
3888 // NOTE: R_PrepareRTLights() also caches entities
3890 for (i = 0;i < r_refdef.scene.numentities;i++)
3891 if (r_refdef.viewcache.entityvisible[i])
3892 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3895 //==================================================================================
3897 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3900 vec3_t eyemins, eyemaxs;
3901 vec3_t boxmins, boxmaxs;
3902 vec3_t padmins, padmaxs;
3905 dp_model_t *model = r_refdef.scene.worldmodel;
3906 static vec3_t positions[] = {
3907 { 0.5f, 0.5f, 0.5f },
3908 { 0.0f, 0.0f, 0.0f },
3909 { 0.0f, 0.0f, 1.0f },
3910 { 0.0f, 1.0f, 0.0f },
3911 { 0.0f, 1.0f, 1.0f },
3912 { 1.0f, 0.0f, 0.0f },
3913 { 1.0f, 0.0f, 1.0f },
3914 { 1.0f, 1.0f, 0.0f },
3915 { 1.0f, 1.0f, 1.0f },
3918 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3922 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3923 if (!r_refdef.view.usevieworiginculling)
3926 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3929 // expand the eye box a little
3930 eyemins[0] = eye[0] - eyejitter;
3931 eyemaxs[0] = eye[0] + eyejitter;
3932 eyemins[1] = eye[1] - eyejitter;
3933 eyemaxs[1] = eye[1] + eyejitter;
3934 eyemins[2] = eye[2] - eyejitter;
3935 eyemaxs[2] = eye[2] + eyejitter;
3936 // expand the box a little
3937 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3938 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3939 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3940 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3941 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3942 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3943 // make an even larger box for the acceptable area
3944 padmins[0] = boxmins[0] - pad;
3945 padmaxs[0] = boxmaxs[0] + pad;
3946 padmins[1] = boxmins[1] - pad;
3947 padmaxs[1] = boxmaxs[1] + pad;
3948 padmins[2] = boxmins[2] - pad;
3949 padmaxs[2] = boxmaxs[2] + pad;
3951 // return true if eye overlaps enlarged box
3952 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3955 // try specific positions in the box first - note that these can be cached
3956 if (r_cullentities_trace_entityocclusion.integer)
3958 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3960 VectorCopy(eye, start);
3961 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3962 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3963 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3964 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3965 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3966 // not picky - if the trace ended anywhere in the box we're good
3967 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3971 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3974 // try various random positions
3975 for (i = 0; i < numsamples; i++)
3977 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3978 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3979 if (r_cullentities_trace_entityocclusion.integer)
3981 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3982 // not picky - if the trace ended anywhere in the box we're good
3983 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3986 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3994 static void R_View_UpdateEntityVisible (void)
3999 entity_render_t *ent;
4001 if (r_refdef.envmap || r_fb.water.hideplayer)
4002 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4003 else if (chase_active.integer || r_fb.water.renderingscene)
4004 renderimask = RENDER_VIEWMODEL;
4006 renderimask = RENDER_EXTERIORMODEL;
4007 if (!r_drawviewmodel.integer)
4008 renderimask |= RENDER_VIEWMODEL;
4009 if (!r_drawexteriormodel.integer)
4010 renderimask |= RENDER_EXTERIORMODEL;
4011 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4012 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4014 // worldmodel can check visibility
4015 for (i = 0;i < r_refdef.scene.numentities;i++)
4017 ent = r_refdef.scene.entities[i];
4018 if (!(ent->flags & renderimask))
4019 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)))
4020 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))
4021 r_refdef.viewcache.entityvisible[i] = true;
4026 // no worldmodel or it can't check visibility
4027 for (i = 0;i < r_refdef.scene.numentities;i++)
4029 ent = r_refdef.scene.entities[i];
4030 if (!(ent->flags & renderimask))
4031 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)))
4032 r_refdef.viewcache.entityvisible[i] = true;
4035 if (r_cullentities_trace.integer)
4037 for (i = 0;i < r_refdef.scene.numentities;i++)
4039 if (!r_refdef.viewcache.entityvisible[i])
4041 ent = r_refdef.scene.entities[i];
4042 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4044 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4045 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4046 ent->last_trace_visibility = realtime;
4047 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4048 r_refdef.viewcache.entityvisible[i] = 0;
4054 /// only used if skyrendermasked, and normally returns false
4055 static int R_DrawBrushModelsSky (void)
4058 entity_render_t *ent;
4061 for (i = 0;i < r_refdef.scene.numentities;i++)
4063 if (!r_refdef.viewcache.entityvisible[i])
4065 ent = r_refdef.scene.entities[i];
4066 if (!ent->model || !ent->model->DrawSky)
4068 ent->model->DrawSky(ent);
4074 static void R_DrawNoModel(entity_render_t *ent);
4075 static void R_DrawModels(void)
4078 entity_render_t *ent;
4080 for (i = 0;i < r_refdef.scene.numentities;i++)
4082 if (!r_refdef.viewcache.entityvisible[i])
4084 ent = r_refdef.scene.entities[i];
4085 r_refdef.stats[r_stat_entities]++;
4087 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4090 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4091 Con_Printf("R_DrawModels\n");
4092 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]);
4093 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);
4094 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);
4097 if (ent->model && ent->model->Draw != NULL)
4098 ent->model->Draw(ent);
4104 static void R_DrawModelsDepth(void)
4107 entity_render_t *ent;
4109 for (i = 0;i < r_refdef.scene.numentities;i++)
4111 if (!r_refdef.viewcache.entityvisible[i])
4113 ent = r_refdef.scene.entities[i];
4114 if (ent->model && ent->model->DrawDepth != NULL)
4115 ent->model->DrawDepth(ent);
4119 static void R_DrawModelsDebug(void)
4122 entity_render_t *ent;
4124 for (i = 0;i < r_refdef.scene.numentities;i++)
4126 if (!r_refdef.viewcache.entityvisible[i])
4128 ent = r_refdef.scene.entities[i];
4129 if (ent->model && ent->model->DrawDebug != NULL)
4130 ent->model->DrawDebug(ent);
4134 static void R_DrawModelsAddWaterPlanes(void)
4137 entity_render_t *ent;
4139 for (i = 0;i < r_refdef.scene.numentities;i++)
4141 if (!r_refdef.viewcache.entityvisible[i])
4143 ent = r_refdef.scene.entities[i];
4144 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4145 ent->model->DrawAddWaterPlanes(ent);
4149 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}};
4151 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4153 if (r_hdr_irisadaptation.integer)
4158 vec3_t diffusenormal;
4160 vec_t brightness = 0.0f;
4165 VectorCopy(r_refdef.view.forward, forward);
4166 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4168 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4169 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4170 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4171 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4172 d = DotProduct(forward, diffusenormal);
4173 brightness += VectorLength(ambient);
4175 brightness += d * VectorLength(diffuse);
4177 brightness *= 1.0f / c;
4178 brightness += 0.00001f; // make sure it's never zero
4179 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4180 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4181 current = r_hdr_irisadaptation_value.value;
4183 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4184 else if (current > goal)
4185 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4186 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4187 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4189 else if (r_hdr_irisadaptation_value.value != 1.0f)
4190 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4193 static void R_View_SetFrustum(const int *scissor)
4196 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4197 vec3_t forward, left, up, origin, v;
4201 // flipped x coordinates (because x points left here)
4202 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4203 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4204 // non-flipped y coordinates
4205 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4206 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4209 // we can't trust r_refdef.view.forward and friends in reflected scenes
4210 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4213 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4214 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4215 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4216 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4217 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4218 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4219 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4220 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4221 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4222 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4223 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4224 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4228 zNear = r_refdef.nearclip;
4229 nudge = 1.0 - 1.0 / (1<<23);
4230 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4231 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4232 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4233 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4234 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4235 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4236 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4237 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4243 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4244 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4245 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4246 r_refdef.view.frustum[0].dist = m[15] - m[12];
4248 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4249 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4250 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4251 r_refdef.view.frustum[1].dist = m[15] + m[12];
4253 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4254 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4255 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4256 r_refdef.view.frustum[2].dist = m[15] - m[13];
4258 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4259 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4260 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4261 r_refdef.view.frustum[3].dist = m[15] + m[13];
4263 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4264 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4265 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4266 r_refdef.view.frustum[4].dist = m[15] - m[14];
4268 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4269 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4270 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4271 r_refdef.view.frustum[5].dist = m[15] + m[14];
4274 if (r_refdef.view.useperspective)
4276 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4277 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]);
4278 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]);
4279 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]);
4280 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]);
4282 // then the normals from the corners relative to origin
4283 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4284 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4285 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4286 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4288 // in a NORMAL view, forward cross left == up
4289 // in a REFLECTED view, forward cross left == down
4290 // so our cross products above need to be adjusted for a left handed coordinate system
4291 CrossProduct(forward, left, v);
4292 if(DotProduct(v, up) < 0)
4294 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4295 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4296 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4297 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4300 // Leaving those out was a mistake, those were in the old code, and they
4301 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4302 // I couldn't reproduce it after adding those normalizations. --blub
4303 VectorNormalize(r_refdef.view.frustum[0].normal);
4304 VectorNormalize(r_refdef.view.frustum[1].normal);
4305 VectorNormalize(r_refdef.view.frustum[2].normal);
4306 VectorNormalize(r_refdef.view.frustum[3].normal);
4308 // make the corners absolute
4309 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4310 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4311 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4312 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4315 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4317 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4318 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4319 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4320 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4321 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4325 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4326 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4327 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4328 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4329 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4330 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4331 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4332 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4333 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4334 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4336 r_refdef.view.numfrustumplanes = 5;
4338 if (r_refdef.view.useclipplane)
4340 r_refdef.view.numfrustumplanes = 6;
4341 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4344 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4345 PlaneClassify(r_refdef.view.frustum + i);
4347 // LadyHavoc: note to all quake engine coders, Quake had a special case
4348 // for 90 degrees which assumed a square view (wrong), so I removed it,
4349 // Quake2 has it disabled as well.
4351 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4352 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4353 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4354 //PlaneClassify(&frustum[0]);
4356 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4357 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4358 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4359 //PlaneClassify(&frustum[1]);
4361 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4362 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4363 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4364 //PlaneClassify(&frustum[2]);
4366 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4367 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4368 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4369 //PlaneClassify(&frustum[3]);
4372 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4373 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4374 //PlaneClassify(&frustum[4]);
4377 static void R_View_UpdateWithScissor(const int *myscissor)
4379 R_Main_ResizeViewCache();
4380 R_View_SetFrustum(myscissor);
4381 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4382 R_View_UpdateEntityVisible();
4385 static void R_View_Update(void)
4387 R_Main_ResizeViewCache();
4388 R_View_SetFrustum(NULL);
4389 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4390 R_View_UpdateEntityVisible();
4393 float viewscalefpsadjusted = 1.0f;
4395 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4397 const float *customclipplane = NULL;
4399 int /*rtwidth,*/ rtheight;
4400 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4402 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4403 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4404 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4405 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4406 dist = r_refdef.view.clipplane.dist;
4407 plane[0] = r_refdef.view.clipplane.normal[0];
4408 plane[1] = r_refdef.view.clipplane.normal[1];
4409 plane[2] = r_refdef.view.clipplane.normal[2];
4411 customclipplane = plane;
4414 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4415 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4417 if (!r_refdef.view.useperspective)
4418 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4419 else if (vid.stencil && r_useinfinitefarclip.integer)
4420 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4422 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4423 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4424 R_SetViewport(&r_refdef.view.viewport);
4427 void R_EntityMatrix(const matrix4x4_t *matrix)
4429 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4431 gl_modelmatrixchanged = false;
4432 gl_modelmatrix = *matrix;
4433 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4434 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4435 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4436 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4438 switch(vid.renderpath)
4440 case RENDERPATH_GL32:
4441 case RENDERPATH_GLES2:
4442 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4443 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4449 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4451 r_viewport_t viewport;
4455 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4456 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4457 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4458 R_SetViewport(&viewport);
4459 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4460 GL_Color(1, 1, 1, 1);
4461 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4462 GL_BlendFunc(GL_ONE, GL_ZERO);
4463 GL_ScissorTest(false);
4464 GL_DepthMask(false);
4465 GL_DepthRange(0, 1);
4466 GL_DepthTest(false);
4467 GL_DepthFunc(GL_LEQUAL);
4468 R_EntityMatrix(&identitymatrix);
4469 R_Mesh_ResetTextureState();
4470 GL_PolygonOffset(0, 0);
4471 switch(vid.renderpath)
4473 case RENDERPATH_GL32:
4474 case RENDERPATH_GLES2:
4475 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4478 GL_CullFace(GL_NONE);
4483 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4485 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4488 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4490 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4491 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4492 GL_Color(1, 1, 1, 1);
4493 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4494 GL_BlendFunc(GL_ONE, GL_ZERO);
4495 GL_ScissorTest(true);
4497 GL_DepthRange(0, 1);
4499 GL_DepthFunc(GL_LEQUAL);
4500 R_EntityMatrix(&identitymatrix);
4501 R_Mesh_ResetTextureState();
4502 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4503 switch(vid.renderpath)
4505 case RENDERPATH_GL32:
4506 case RENDERPATH_GLES2:
4507 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4510 GL_CullFace(r_refdef.view.cullface_back);
4515 R_RenderView_UpdateViewVectors
4518 void R_RenderView_UpdateViewVectors(void)
4520 // break apart the view matrix into vectors for various purposes
4521 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4522 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4523 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4524 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4525 // make an inverted copy of the view matrix for tracking sprites
4526 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4529 void R_RenderTarget_FreeUnused(qboolean force)
4531 unsigned int i, j, end;
4532 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4533 for (i = 0; i < end; i++)
4535 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4536 // free resources for rendertargets that have not been used for a while
4537 // (note: this check is run after the frame render, so any targets used
4538 // this frame will not be affected even at low framerates)
4539 if (r && (realtime - r->lastusetime > 0.2 || force))
4542 R_Mesh_DestroyFramebufferObject(r->fbo);
4543 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4544 if (r->colortexture[j])
4545 R_FreeTexture(r->colortexture[j]);
4546 if (r->depthtexture)
4547 R_FreeTexture(r->depthtexture);
4548 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4553 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4555 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4559 y2 = (th - y - h) * ih;
4570 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4572 unsigned int i, j, end;
4573 r_rendertarget_t *r = NULL;
4575 // first try to reuse an existing slot if possible
4576 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4577 for (i = 0; i < end; i++)
4579 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4580 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4585 // no unused exact match found, so we have to make one in the first unused slot
4586 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4587 r->texturewidth = texturewidth;
4588 r->textureheight = textureheight;
4589 r->colortextype[0] = colortextype0;
4590 r->colortextype[1] = colortextype1;
4591 r->colortextype[2] = colortextype2;
4592 r->colortextype[3] = colortextype3;
4593 r->depthtextype = depthtextype;
4594 r->depthisrenderbuffer = depthisrenderbuffer;
4595 for (j = 0; j < 4; j++)
4596 if (r->colortextype[j])
4597 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4598 if (r->depthtextype)
4600 if (r->depthisrenderbuffer)
4601 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4603 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4605 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4607 r_refdef.stats[r_stat_rendertargets_used]++;
4608 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4609 r->lastusetime = realtime;
4610 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4614 static void R_Water_StartFrame(int viewwidth, int viewheight)
4616 int waterwidth, waterheight;
4618 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4621 // set waterwidth and waterheight to the water resolution that will be
4622 // used (often less than the screen resolution for faster rendering)
4623 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4624 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4626 if (!r_water.integer || r_showsurfaces.integer)
4627 waterwidth = waterheight = 0;
4629 // set up variables that will be used in shader setup
4630 r_fb.water.waterwidth = waterwidth;
4631 r_fb.water.waterheight = waterheight;
4632 r_fb.water.texturewidth = waterwidth;
4633 r_fb.water.textureheight = waterheight;
4634 r_fb.water.camerawidth = waterwidth;
4635 r_fb.water.cameraheight = waterheight;
4636 r_fb.water.screenscale[0] = 0.5f;
4637 r_fb.water.screenscale[1] = 0.5f;
4638 r_fb.water.screencenter[0] = 0.5f;
4639 r_fb.water.screencenter[1] = 0.5f;
4640 r_fb.water.enabled = waterwidth != 0;
4642 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4643 r_fb.water.numwaterplanes = 0;
4646 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4648 int planeindex, bestplaneindex, vertexindex;
4649 vec3_t mins, maxs, normal, center, v, n;
4650 vec_t planescore, bestplanescore;
4652 r_waterstate_waterplane_t *p;
4653 texture_t *t = R_GetCurrentTexture(surface->texture);
4655 rsurface.texture = t;
4656 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4657 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4658 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4660 // average the vertex normals, find the surface bounds (after deformvertexes)
4661 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4662 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4663 VectorCopy(n, normal);
4664 VectorCopy(v, mins);
4665 VectorCopy(v, maxs);
4666 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4668 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4669 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4670 VectorAdd(normal, n, normal);
4671 mins[0] = min(mins[0], v[0]);
4672 mins[1] = min(mins[1], v[1]);
4673 mins[2] = min(mins[2], v[2]);
4674 maxs[0] = max(maxs[0], v[0]);
4675 maxs[1] = max(maxs[1], v[1]);
4676 maxs[2] = max(maxs[2], v[2]);
4678 VectorNormalize(normal);
4679 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4681 VectorCopy(normal, plane.normal);
4682 VectorNormalize(plane.normal);
4683 plane.dist = DotProduct(center, plane.normal);
4684 PlaneClassify(&plane);
4685 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4687 // skip backfaces (except if nocullface is set)
4688 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4690 VectorNegate(plane.normal, plane.normal);
4692 PlaneClassify(&plane);
4696 // find a matching plane if there is one
4697 bestplaneindex = -1;
4698 bestplanescore = 1048576.0f;
4699 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4701 if(p->camera_entity == t->camera_entity)
4703 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4704 if (bestplaneindex < 0 || bestplanescore > planescore)
4706 bestplaneindex = planeindex;
4707 bestplanescore = planescore;
4711 planeindex = bestplaneindex;
4713 // if this surface does not fit any known plane rendered this frame, add one
4714 if (planeindex < 0 || bestplanescore > 0.001f)
4716 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4718 // store the new plane
4719 planeindex = r_fb.water.numwaterplanes++;
4720 p = r_fb.water.waterplanes + planeindex;
4722 // clear materialflags and pvs
4723 p->materialflags = 0;
4724 p->pvsvalid = false;
4725 p->camera_entity = t->camera_entity;
4726 VectorCopy(mins, p->mins);
4727 VectorCopy(maxs, p->maxs);
4731 // We're totally screwed.
4737 // merge mins/maxs when we're adding this surface to the plane
4738 p = r_fb.water.waterplanes + planeindex;
4739 p->mins[0] = min(p->mins[0], mins[0]);
4740 p->mins[1] = min(p->mins[1], mins[1]);
4741 p->mins[2] = min(p->mins[2], mins[2]);
4742 p->maxs[0] = max(p->maxs[0], maxs[0]);
4743 p->maxs[1] = max(p->maxs[1], maxs[1]);
4744 p->maxs[2] = max(p->maxs[2], maxs[2]);
4746 // merge this surface's materialflags into the waterplane
4747 p->materialflags |= t->currentmaterialflags;
4748 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4750 // merge this surface's PVS into the waterplane
4751 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4752 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4754 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4760 extern cvar_t r_drawparticles;
4761 extern cvar_t r_drawdecals;
4763 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4766 r_refdef_view_t originalview;
4767 r_refdef_view_t myview;
4768 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;
4769 r_waterstate_waterplane_t *p;
4771 r_rendertarget_t *rt;
4773 originalview = r_refdef.view;
4775 // lowquality hack, temporarily shut down some cvars and restore afterwards
4776 qualityreduction = r_water_lowquality.integer;
4777 if (qualityreduction > 0)
4779 if (qualityreduction >= 1)
4781 old_r_shadows = r_shadows.integer;
4782 old_r_worldrtlight = r_shadow_realtime_world.integer;
4783 old_r_dlight = r_shadow_realtime_dlight.integer;
4784 Cvar_SetValueQuick(&r_shadows, 0);
4785 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4786 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4788 if (qualityreduction >= 2)
4790 old_r_dynamic = r_dynamic.integer;
4791 old_r_particles = r_drawparticles.integer;
4792 old_r_decals = r_drawdecals.integer;
4793 Cvar_SetValueQuick(&r_dynamic, 0);
4794 Cvar_SetValueQuick(&r_drawparticles, 0);
4795 Cvar_SetValueQuick(&r_drawdecals, 0);
4799 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4801 p->rt_reflection = NULL;
4802 p->rt_refraction = NULL;
4803 p->rt_camera = NULL;
4807 r_refdef.view = originalview;
4808 r_refdef.view.showdebug = false;
4809 r_refdef.view.width = r_fb.water.waterwidth;
4810 r_refdef.view.height = r_fb.water.waterheight;
4811 r_refdef.view.useclipplane = true;
4812 myview = r_refdef.view;
4813 r_fb.water.renderingscene = true;
4814 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4816 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4819 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4821 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4822 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4824 r_refdef.view = myview;
4825 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4826 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4827 if(r_water_scissormode.integer)
4829 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4830 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4832 p->rt_reflection = NULL;
4833 p->rt_refraction = NULL;
4834 p->rt_camera = NULL;
4839 r_refdef.view.clipplane = p->plane;
4840 // reflected view origin may be in solid, so don't cull with it
4841 r_refdef.view.usevieworiginculling = false;
4842 // reverse the cullface settings for this render
4843 r_refdef.view.cullface_front = GL_FRONT;
4844 r_refdef.view.cullface_back = GL_BACK;
4845 // combined pvs (based on what can be seen from each surface center)
4846 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4848 r_refdef.view.usecustompvs = true;
4850 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4852 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4855 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4856 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4857 GL_ScissorTest(false);
4858 R_ClearScreen(r_refdef.fogenabled);
4859 GL_ScissorTest(true);
4860 if(r_water_scissormode.integer & 2)
4861 R_View_UpdateWithScissor(myscissor);
4864 R_AnimCache_CacheVisibleEntities();
4865 if(r_water_scissormode.integer & 1)
4866 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4867 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4869 r_fb.water.hideplayer = false;
4870 p->rt_reflection = rt;
4873 // render the normal view scene and copy into texture
4874 // (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)
4875 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4877 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4878 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4880 r_refdef.view = myview;
4881 if(r_water_scissormode.integer)
4883 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4884 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4886 p->rt_reflection = NULL;
4887 p->rt_refraction = NULL;
4888 p->rt_camera = NULL;
4893 // combined pvs (based on what can be seen from each surface center)
4894 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4896 r_refdef.view.usecustompvs = true;
4898 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4900 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4903 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4905 r_refdef.view.clipplane = p->plane;
4906 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4907 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4909 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4911 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4912 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4913 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4914 R_RenderView_UpdateViewVectors();
4915 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4917 r_refdef.view.usecustompvs = true;
4918 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);
4922 PlaneClassify(&r_refdef.view.clipplane);
4924 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4925 GL_ScissorTest(false);
4926 R_ClearScreen(r_refdef.fogenabled);
4927 GL_ScissorTest(true);
4928 if(r_water_scissormode.integer & 2)
4929 R_View_UpdateWithScissor(myscissor);
4932 R_AnimCache_CacheVisibleEntities();
4933 if(r_water_scissormode.integer & 1)
4934 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4935 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4937 r_fb.water.hideplayer = false;
4938 p->rt_refraction = rt;
4940 else if (p->materialflags & MATERIALFLAG_CAMERA)
4942 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4943 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4945 r_refdef.view = myview;
4947 r_refdef.view.clipplane = p->plane;
4948 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4949 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4951 r_refdef.view.width = r_fb.water.camerawidth;
4952 r_refdef.view.height = r_fb.water.cameraheight;
4953 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4954 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4955 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4956 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4958 if(p->camera_entity)
4960 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4961 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4964 // note: all of the view is used for displaying... so
4965 // there is no use in scissoring
4967 // reverse the cullface settings for this render
4968 r_refdef.view.cullface_front = GL_FRONT;
4969 r_refdef.view.cullface_back = GL_BACK;
4970 // also reverse the view matrix
4971 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
4972 R_RenderView_UpdateViewVectors();
4973 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4975 r_refdef.view.usecustompvs = true;
4976 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);
4979 // camera needs no clipplane
4980 r_refdef.view.useclipplane = false;
4981 // TODO: is the camera origin always valid? if so we don't need to clear this
4982 r_refdef.view.usevieworiginculling = false;
4984 PlaneClassify(&r_refdef.view.clipplane);
4986 r_fb.water.hideplayer = false;
4988 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4989 GL_ScissorTest(false);
4990 R_ClearScreen(r_refdef.fogenabled);
4991 GL_ScissorTest(true);
4993 R_AnimCache_CacheVisibleEntities();
4994 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4996 r_fb.water.hideplayer = false;
5001 r_fb.water.renderingscene = false;
5002 r_refdef.view = originalview;
5003 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5005 R_AnimCache_CacheVisibleEntities();
5008 r_refdef.view = originalview;
5009 r_fb.water.renderingscene = false;
5010 Cvar_SetValueQuick(&r_water, 0);
5011 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5013 // lowquality hack, restore cvars
5014 if (qualityreduction > 0)
5016 if (qualityreduction >= 1)
5018 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5019 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5020 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5022 if (qualityreduction >= 2)
5024 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5025 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5026 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5031 static void R_Bloom_StartFrame(void)
5033 int screentexturewidth, screentextureheight;
5034 textype_t textype = TEXTYPE_COLORBUFFER;
5037 // clear the pointers to rendertargets from last frame as they're stale
5038 r_fb.rt_screen = NULL;
5039 r_fb.rt_bloom = NULL;
5041 switch (vid.renderpath)
5043 case RENDERPATH_GL32:
5044 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5045 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5046 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5048 case RENDERPATH_GLES2:
5049 r_fb.usedepthtextures = false;
5053 if (r_viewscale_fpsscaling.integer)
5055 double actualframetime;
5056 double targetframetime;
5058 actualframetime = r_refdef.lastdrawscreentime;
5059 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5060 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5061 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5062 if (r_viewscale_fpsscaling_stepsize.value > 0)
5065 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5067 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5069 viewscalefpsadjusted += adjust;
5070 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5073 viewscalefpsadjusted = 1.0f;
5075 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5077 scale *= sqrt(vid.samples); // supersampling
5078 scale = bound(0.03125f, scale, 4.0f);
5079 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5080 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5081 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5082 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5084 // set bloomwidth and bloomheight to the bloom resolution that will be
5085 // used (often less than the screen resolution for faster rendering)
5086 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, vid.height * 4);
5087 r_fb.bloomwidth = r_fb.bloomheight * vid.width / vid.height;
5088 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, vid.width * 4);
5089 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5090 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5092 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))
5094 Cvar_SetValueQuick(&r_bloom, 0);
5095 Cvar_SetValueQuick(&r_motionblur, 0);
5096 Cvar_SetValueQuick(&r_damageblur, 0);
5098 if (!r_bloom.integer)
5099 r_fb.bloomwidth = r_fb.bloomheight = 0;
5101 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5102 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5104 if (r_fb.ghosttexture)
5105 R_FreeTexture(r_fb.ghosttexture);
5106 r_fb.ghosttexture = NULL;
5108 r_fb.screentexturewidth = screentexturewidth;
5109 r_fb.screentextureheight = screentextureheight;
5110 r_fb.textype = textype;
5112 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5114 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5115 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);
5116 r_fb.ghosttexture_valid = false;
5120 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5122 r_refdef.view.clear = true;
5125 static void R_Bloom_MakeTexture(void)
5128 float xoffset, yoffset, r, brighten;
5129 float colorscale = r_bloom_colorscale.value;
5130 r_viewport_t bloomviewport;
5131 r_rendertarget_t *prev, *cur;
5132 textype_t textype = r_fb.rt_screen->colortextype[0];
5134 r_refdef.stats[r_stat_bloom]++;
5136 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5138 // scale down screen texture to the bloom texture size
5140 prev = r_fb.rt_screen;
5141 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5142 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5143 R_SetViewport(&bloomviewport);
5144 GL_CullFace(GL_NONE);
5145 GL_DepthTest(false);
5146 GL_BlendFunc(GL_ONE, GL_ZERO);
5147 GL_Color(colorscale, colorscale, colorscale, 1);
5148 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5149 // TODO: do boxfilter scale-down in shader?
5150 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5151 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5152 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5153 // we now have a properly scaled bloom image
5155 // multiply bloom image by itself as many times as desired to darken it
5156 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5157 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5160 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5161 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5163 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5165 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5166 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5167 GL_Color(1,1,1,1); // no fix factor supported here
5168 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5169 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5170 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5171 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5175 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5176 brighten = r_bloom_brighten.value;
5177 brighten = sqrt(brighten);
5179 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5181 for (dir = 0;dir < 2;dir++)
5184 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5185 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5186 // blend on at multiple vertical offsets to achieve a vertical blur
5187 // TODO: do offset blends using GLSL
5188 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5190 GL_BlendFunc(GL_ONE, GL_ZERO);
5192 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5194 for (x = -range;x <= range;x++)
5196 if (!dir){xoffset = 0;yoffset = x;}
5197 else {xoffset = x;yoffset = 0;}
5198 xoffset /= (float)prev->texturewidth;
5199 yoffset /= (float)prev->textureheight;
5200 // compute a texcoord array with the specified x and y offset
5201 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5202 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5203 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5204 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5205 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5206 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5207 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5208 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5209 // this r value looks like a 'dot' particle, fading sharply to
5210 // black at the edges
5211 // (probably not realistic but looks good enough)
5212 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5213 //r = brighten/(range*2+1);
5214 r = brighten / (range * 2 + 1);
5216 r *= (1 - x*x/(float)((range+1)*(range+1)));
5220 GL_Color(r, r, r, 1);
5222 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5224 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5225 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5227 GL_BlendFunc(GL_ONE, GL_ONE);
5232 // now we have the bloom image, so keep track of it
5233 r_fb.rt_bloom = cur;
5236 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5238 dpuint64 permutation;
5239 float uservecs[4][4];
5240 rtexture_t *viewtexture;
5241 rtexture_t *bloomtexture;
5243 R_EntityMatrix(&identitymatrix);
5245 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5247 // declare variables
5248 float blur_factor, blur_mouseaccel, blur_velocity;
5249 static float blur_average;
5250 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5252 // set a goal for the factoring
5253 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5254 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5255 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5256 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5257 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5258 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5260 // from the goal, pick an averaged value between goal and last value
5261 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5262 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5264 // enforce minimum amount of blur
5265 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5267 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5269 // calculate values into a standard alpha
5270 cl.motionbluralpha = 1 - exp(-
5272 (r_motionblur.value * blur_factor / 80)
5274 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5277 max(0.0001, cl.time - cl.oldtime) // fps independent
5280 // randomization for the blur value to combat persistent ghosting
5281 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5282 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5285 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5286 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5288 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5289 GL_Color(1, 1, 1, cl.motionbluralpha);
5290 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5291 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5292 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5293 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5294 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5297 // updates old view angles for next pass
5298 VectorCopy(cl.viewangles, blur_oldangles);
5300 // copy view into the ghost texture
5301 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5302 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5303 r_fb.ghosttexture_valid = true;
5306 if (r_fb.bloomwidth)
5308 // make the bloom texture
5309 R_Bloom_MakeTexture();
5312 #if _MSC_VER >= 1400
5313 #define sscanf sscanf_s
5315 memset(uservecs, 0, sizeof(uservecs));
5316 if (r_glsl_postprocess_uservec1_enable.integer)
5317 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5318 if (r_glsl_postprocess_uservec2_enable.integer)
5319 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5320 if (r_glsl_postprocess_uservec3_enable.integer)
5321 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5322 if (r_glsl_postprocess_uservec4_enable.integer)
5323 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5325 // render to the screen fbo
5326 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5327 GL_Color(1, 1, 1, 1);
5328 GL_BlendFunc(GL_ONE, GL_ZERO);
5330 viewtexture = r_fb.rt_screen->colortexture[0];
5331 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5333 if (r_rendertarget_debug.integer >= 0)
5335 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5336 if (rt && rt->colortexture[0])
5338 viewtexture = rt->colortexture[0];
5339 bloomtexture = NULL;
5343 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5344 switch(vid.renderpath)
5346 case RENDERPATH_GL32:
5347 case RENDERPATH_GLES2:
5349 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5350 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5351 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5352 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5353 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5354 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5355 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5356 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5357 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5358 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]);
5359 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5360 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]);
5361 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]);
5362 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]);
5363 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]);
5364 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5365 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5366 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);
5367 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5370 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5371 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5374 matrix4x4_t r_waterscrollmatrix;
5376 void R_UpdateFog(void)
5379 if (gamemode == GAME_NEHAHRA)
5381 if (gl_fogenable.integer)
5383 r_refdef.oldgl_fogenable = true;
5384 r_refdef.fog_density = gl_fogdensity.value;
5385 r_refdef.fog_red = gl_fogred.value;
5386 r_refdef.fog_green = gl_foggreen.value;
5387 r_refdef.fog_blue = gl_fogblue.value;
5388 r_refdef.fog_alpha = 1;
5389 r_refdef.fog_start = 0;
5390 r_refdef.fog_end = gl_skyclip.value;
5391 r_refdef.fog_height = 1<<30;
5392 r_refdef.fog_fadedepth = 128;
5394 else if (r_refdef.oldgl_fogenable)
5396 r_refdef.oldgl_fogenable = false;
5397 r_refdef.fog_density = 0;
5398 r_refdef.fog_red = 0;
5399 r_refdef.fog_green = 0;
5400 r_refdef.fog_blue = 0;
5401 r_refdef.fog_alpha = 0;
5402 r_refdef.fog_start = 0;
5403 r_refdef.fog_end = 0;
5404 r_refdef.fog_height = 1<<30;
5405 r_refdef.fog_fadedepth = 128;
5410 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5411 r_refdef.fog_start = max(0, r_refdef.fog_start);
5412 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5414 if (r_refdef.fog_density && r_drawfog.integer)
5416 r_refdef.fogenabled = true;
5417 // this is the point where the fog reaches 0.9986 alpha, which we
5418 // consider a good enough cutoff point for the texture
5419 // (0.9986 * 256 == 255.6)
5420 if (r_fog_exp2.integer)
5421 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5423 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5424 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5425 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5426 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5427 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5428 R_BuildFogHeightTexture();
5429 // fog color was already set
5430 // update the fog texture
5431 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)
5432 R_BuildFogTexture();
5433 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5434 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5437 r_refdef.fogenabled = false;
5440 if (r_refdef.fog_density)
5442 r_refdef.fogcolor[0] = r_refdef.fog_red;
5443 r_refdef.fogcolor[1] = r_refdef.fog_green;
5444 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5446 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5447 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5448 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5449 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5453 VectorCopy(r_refdef.fogcolor, fogvec);
5454 // color.rgb *= ContrastBoost * SceneBrightness;
5455 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5456 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5457 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5458 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5463 void R_UpdateVariables(void)
5467 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5469 r_refdef.farclip = r_farclip_base.value;
5470 if (r_refdef.scene.worldmodel)
5471 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5472 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5474 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5475 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5476 r_refdef.polygonfactor = 0;
5477 r_refdef.polygonoffset = 0;
5479 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5480 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5481 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5482 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5483 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5484 if (r_refdef.scene.worldmodel)
5486 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5488 if (r_showsurfaces.integer)
5490 r_refdef.scene.rtworld = false;
5491 r_refdef.scene.rtworldshadows = false;
5492 r_refdef.scene.rtdlight = false;
5493 r_refdef.scene.rtdlightshadows = false;
5494 r_refdef.scene.lightmapintensity = 0;
5497 r_gpuskeletal = false;
5498 switch(vid.renderpath)
5500 case RENDERPATH_GL32:
5501 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5502 case RENDERPATH_GLES2:
5503 if(!vid_gammatables_trivial)
5505 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5507 // build GLSL gamma texture
5508 #define RAMPWIDTH 256
5509 unsigned short ramp[RAMPWIDTH * 3];
5510 unsigned char rampbgr[RAMPWIDTH][4];
5513 r_texture_gammaramps_serial = vid_gammatables_serial;
5515 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5516 for(i = 0; i < RAMPWIDTH; ++i)
5518 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5519 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5520 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5523 if (r_texture_gammaramps)
5525 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5529 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5535 // remove GLSL gamma texture
5541 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5542 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5548 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5549 if( scenetype != r_currentscenetype ) {
5550 // store the old scenetype
5551 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5552 r_currentscenetype = scenetype;
5553 // move in the new scene
5554 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5563 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5565 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5566 if( scenetype == r_currentscenetype ) {
5567 return &r_refdef.scene;
5569 return &r_scenes_store[ scenetype ];
5573 static int R_SortEntities_Compare(const void *ap, const void *bp)
5575 const entity_render_t *a = *(const entity_render_t **)ap;
5576 const entity_render_t *b = *(const entity_render_t **)bp;
5579 if(a->model < b->model)
5581 if(a->model > b->model)
5585 // TODO possibly calculate the REAL skinnum here first using
5587 if(a->skinnum < b->skinnum)
5589 if(a->skinnum > b->skinnum)
5592 // everything we compared is equal
5595 static void R_SortEntities(void)
5597 // below or equal 2 ents, sorting never gains anything
5598 if(r_refdef.scene.numentities <= 2)
5601 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5609 extern cvar_t r_shadow_bouncegrid;
5610 extern cvar_t v_isometric;
5611 extern void V_MakeViewIsometric(void);
5612 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5614 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5616 rtexture_t *viewdepthtexture = NULL;
5617 rtexture_t *viewcolortexture = NULL;
5618 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5620 // finish any 2D rendering that was queued
5623 if (r_timereport_active)
5624 R_TimeReport("start");
5625 r_textureframe++; // used only by R_GetCurrentTexture
5626 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5628 if(R_CompileShader_CheckStaticParms())
5629 R_GLSL_Restart_f(&cmd_client);
5631 if (!r_drawentities.integer)
5632 r_refdef.scene.numentities = 0;
5633 else if (r_sortentities.integer)
5636 R_AnimCache_ClearCache();
5638 /* adjust for stereo display */
5639 if(R_Stereo_Active())
5641 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);
5642 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5645 if (r_refdef.view.isoverlay)
5647 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5648 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5649 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5650 R_TimeReport("depthclear");
5652 r_refdef.view.showdebug = false;
5654 r_fb.water.enabled = false;
5655 r_fb.water.numwaterplanes = 0;
5657 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5659 r_refdef.view.matrix = originalmatrix;
5665 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5667 r_refdef.view.matrix = originalmatrix;
5671 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5672 if (v_isometric.integer && r_refdef.view.ismain)
5673 V_MakeViewIsometric();
5675 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5677 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5678 // in sRGB fallback, behave similar to true sRGB: convert this
5679 // value from linear to sRGB
5680 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5682 R_RenderView_UpdateViewVectors();
5684 R_Shadow_UpdateWorldLightSelection();
5686 // this will set up r_fb.rt_screen
5687 R_Bloom_StartFrame();
5689 // apply bloom brightness offset
5691 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5693 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5696 viewfbo = r_fb.rt_screen->fbo;
5697 viewdepthtexture = r_fb.rt_screen->depthtexture;
5698 viewcolortexture = r_fb.rt_screen->colortexture[0];
5701 viewwidth = r_fb.rt_screen->texturewidth;
5702 viewheight = r_fb.rt_screen->textureheight;
5705 R_Water_StartFrame(viewwidth, viewheight);
5708 if (r_timereport_active)
5709 R_TimeReport("viewsetup");
5711 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5713 // clear the whole fbo every frame - otherwise the driver will consider
5714 // it to be an inter-frame texture and stall in multi-gpu configurations
5716 GL_ScissorTest(false);
5717 R_ClearScreen(r_refdef.fogenabled);
5718 if (r_timereport_active)
5719 R_TimeReport("viewclear");
5721 r_refdef.view.clear = true;
5723 r_refdef.view.showdebug = true;
5726 if (r_timereport_active)
5727 R_TimeReport("visibility");
5729 R_AnimCache_CacheVisibleEntities();
5730 if (r_timereport_active)
5731 R_TimeReport("animcache");
5733 R_Shadow_UpdateBounceGridTexture();
5734 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5736 r_fb.water.numwaterplanes = 0;
5737 if (r_fb.water.enabled)
5738 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5740 // for the actual view render we use scissoring a fair amount, so scissor
5741 // test needs to be on
5743 GL_ScissorTest(true);
5744 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5745 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5746 r_fb.water.numwaterplanes = 0;
5748 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5749 GL_ScissorTest(false);
5751 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5752 if (r_timereport_active)
5753 R_TimeReport("blendview");
5755 r_refdef.view.matrix = originalmatrix;
5759 // go back to 2d rendering
5763 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5765 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5767 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5768 if (r_timereport_active)
5769 R_TimeReport("waterworld");
5772 // don't let sound skip if going slow
5773 if (r_refdef.scene.extraupdate)
5776 R_DrawModelsAddWaterPlanes();
5777 if (r_timereport_active)
5778 R_TimeReport("watermodels");
5780 if (r_fb.water.numwaterplanes)
5782 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5783 if (r_timereport_active)
5784 R_TimeReport("waterscenes");
5788 extern cvar_t cl_locs_show;
5789 static void R_DrawLocs(void);
5790 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5791 static void R_DrawModelDecals(void);
5792 extern qboolean r_shadow_usingdeferredprepass;
5793 extern int r_shadow_shadowmapatlas_modelshadows_size;
5794 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5796 qboolean shadowmapping = false;
5798 if (r_timereport_active)
5799 R_TimeReport("beginscene");
5801 r_refdef.stats[r_stat_renders]++;
5805 // don't let sound skip if going slow
5806 if (r_refdef.scene.extraupdate)
5809 R_MeshQueue_BeginScene();
5813 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);
5815 if (r_timereport_active)
5816 R_TimeReport("skystartframe");
5818 if (cl.csqc_vidvars.drawworld)
5820 // don't let sound skip if going slow
5821 if (r_refdef.scene.extraupdate)
5824 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5826 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5827 if (r_timereport_active)
5828 R_TimeReport("worldsky");
5831 if (R_DrawBrushModelsSky() && r_timereport_active)
5832 R_TimeReport("bmodelsky");
5834 if (skyrendermasked && skyrenderlater)
5836 // we have to force off the water clipping plane while rendering sky
5837 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5839 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5840 if (r_timereport_active)
5841 R_TimeReport("sky");
5845 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5846 r_shadow_viewfbo = viewfbo;
5847 r_shadow_viewdepthtexture = viewdepthtexture;
5848 r_shadow_viewcolortexture = viewcolortexture;
5849 r_shadow_viewx = viewx;
5850 r_shadow_viewy = viewy;
5851 r_shadow_viewwidth = viewwidth;
5852 r_shadow_viewheight = viewheight;
5854 R_Shadow_PrepareModelShadows();
5855 R_Shadow_PrepareLights();
5856 if (r_timereport_active)
5857 R_TimeReport("preparelights");
5859 // render all the shadowmaps that will be used for this view
5860 shadowmapping = R_Shadow_ShadowMappingEnabled();
5861 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5863 R_Shadow_DrawShadowMaps();
5864 if (r_timereport_active)
5865 R_TimeReport("shadowmaps");
5868 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5869 if (r_shadow_usingdeferredprepass)
5870 R_Shadow_DrawPrepass();
5872 // now we begin the forward pass of the view render
5873 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5875 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5876 if (r_timereport_active)
5877 R_TimeReport("worlddepth");
5879 if (r_depthfirst.integer >= 2)
5881 R_DrawModelsDepth();
5882 if (r_timereport_active)
5883 R_TimeReport("modeldepth");
5886 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5888 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5889 if (r_timereport_active)
5890 R_TimeReport("world");
5893 // don't let sound skip if going slow
5894 if (r_refdef.scene.extraupdate)
5898 if (r_timereport_active)
5899 R_TimeReport("models");
5901 // don't let sound skip if going slow
5902 if (r_refdef.scene.extraupdate)
5905 if (!r_shadow_usingdeferredprepass)
5907 R_Shadow_DrawLights();
5908 if (r_timereport_active)
5909 R_TimeReport("rtlights");
5912 // don't let sound skip if going slow
5913 if (r_refdef.scene.extraupdate)
5916 if (cl.csqc_vidvars.drawworld)
5918 R_DrawModelDecals();
5919 if (r_timereport_active)
5920 R_TimeReport("modeldecals");
5923 if (r_timereport_active)
5924 R_TimeReport("particles");
5927 if (r_timereport_active)
5928 R_TimeReport("explosions");
5931 if (r_refdef.view.showdebug)
5933 if (cl_locs_show.integer)
5936 if (r_timereport_active)
5937 R_TimeReport("showlocs");
5940 if (r_drawportals.integer)
5943 if (r_timereport_active)
5944 R_TimeReport("portals");
5947 if (r_showbboxes_client.value > 0)
5949 R_DrawEntityBBoxes(CLVM_prog);
5950 if (r_timereport_active)
5951 R_TimeReport("clbboxes");
5953 if (r_showbboxes.value > 0)
5955 R_DrawEntityBBoxes(SVVM_prog);
5956 if (r_timereport_active)
5957 R_TimeReport("svbboxes");
5961 if (r_transparent.integer)
5963 R_MeshQueue_RenderTransparent();
5964 if (r_timereport_active)
5965 R_TimeReport("drawtrans");
5968 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))
5970 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5971 if (r_timereport_active)
5972 R_TimeReport("worlddebug");
5973 R_DrawModelsDebug();
5974 if (r_timereport_active)
5975 R_TimeReport("modeldebug");
5978 if (cl.csqc_vidvars.drawworld)
5980 R_Shadow_DrawCoronas();
5981 if (r_timereport_active)
5982 R_TimeReport("coronas");
5985 // don't let sound skip if going slow
5986 if (r_refdef.scene.extraupdate)
5990 static const unsigned short bboxelements[36] =
6000 #define BBOXEDGES 13
6001 static const float bboxedges[BBOXEDGES][6] =
6004 { 0, 0, 0, 1, 1, 1 },
6006 { 0, 0, 0, 0, 1, 0 },
6007 { 0, 0, 0, 1, 0, 0 },
6008 { 0, 1, 0, 1, 1, 0 },
6009 { 1, 0, 0, 1, 1, 0 },
6011 { 0, 0, 1, 0, 1, 1 },
6012 { 0, 0, 1, 1, 0, 1 },
6013 { 0, 1, 1, 1, 1, 1 },
6014 { 1, 0, 1, 1, 1, 1 },
6016 { 0, 0, 0, 0, 0, 1 },
6017 { 1, 0, 0, 1, 0, 1 },
6018 { 0, 1, 0, 0, 1, 1 },
6019 { 1, 1, 0, 1, 1, 1 },
6022 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6024 int numvertices = BBOXEDGES * 8;
6025 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6026 int numtriangles = BBOXEDGES * 12;
6027 unsigned short elements[BBOXEDGES * 36];
6029 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6031 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6033 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6034 GL_DepthMask(false);
6035 GL_DepthRange(0, 1);
6036 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6038 for (edge = 0; edge < BBOXEDGES; edge++)
6040 for (i = 0; i < 3; i++)
6042 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6043 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6045 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6046 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6047 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6048 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6049 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6050 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6051 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6052 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6053 for (i = 0; i < 36; i++)
6054 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6056 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6057 if (r_refdef.fogenabled)
6059 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6061 f1 = RSurf_FogVertex(v);
6063 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6064 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6065 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6068 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6069 R_Mesh_ResetTextureState();
6070 R_SetupShader_Generic_NoTexture(false, false);
6071 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6074 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6076 // hacky overloading of the parameters
6077 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6080 prvm_edict_t *edict;
6082 GL_CullFace(GL_NONE);
6083 R_SetupShader_Generic_NoTexture(false, false);
6085 for (i = 0;i < numsurfaces;i++)
6087 edict = PRVM_EDICT_NUM(surfacelist[i]);
6088 switch ((int)PRVM_serveredictfloat(edict, solid))
6090 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6091 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6092 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6093 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6094 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6095 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6096 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6098 if (prog == CLVM_prog)
6099 color[3] *= r_showbboxes_client.value;
6101 color[3] *= r_showbboxes.value;
6102 color[3] = bound(0, color[3], 1);
6103 GL_DepthTest(!r_showdisabledepthtest.integer);
6104 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6108 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6111 prvm_edict_t *edict;
6117 for (i = 0; i < prog->num_edicts; i++)
6119 edict = PRVM_EDICT_NUM(i);
6120 if (edict->priv.server->free)
6122 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6123 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6125 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6127 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6128 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6132 static const int nomodelelement3i[24] =
6144 static const unsigned short nomodelelement3s[24] =
6156 static const float nomodelvertex3f[6*3] =
6166 static const float nomodelcolor4f[6*4] =
6168 0.0f, 0.0f, 0.5f, 1.0f,
6169 0.0f, 0.0f, 0.5f, 1.0f,
6170 0.0f, 0.5f, 0.0f, 1.0f,
6171 0.0f, 0.5f, 0.0f, 1.0f,
6172 0.5f, 0.0f, 0.0f, 1.0f,
6173 0.5f, 0.0f, 0.0f, 1.0f
6176 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6182 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);
6184 // this is only called once per entity so numsurfaces is always 1, and
6185 // surfacelist is always {0}, so this code does not handle batches
6187 if (rsurface.ent_flags & RENDER_ADDITIVE)
6189 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6190 GL_DepthMask(false);
6192 else if (ent->alpha < 1)
6194 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6195 GL_DepthMask(false);
6199 GL_BlendFunc(GL_ONE, GL_ZERO);
6202 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6203 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6204 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6205 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6206 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6207 for (i = 0, c = color4f;i < 6;i++, c += 4)
6209 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6210 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6211 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6214 if (r_refdef.fogenabled)
6216 for (i = 0, c = color4f;i < 6;i++, c += 4)
6218 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6220 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6221 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6222 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6225 // R_Mesh_ResetTextureState();
6226 R_SetupShader_Generic_NoTexture(false, false);
6227 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6228 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6231 void R_DrawNoModel(entity_render_t *ent)
6234 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6235 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6236 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6238 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6241 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6243 vec3_t right1, right2, diff, normal;
6245 VectorSubtract (org2, org1, normal);
6247 // calculate 'right' vector for start
6248 VectorSubtract (r_refdef.view.origin, org1, diff);
6249 CrossProduct (normal, diff, right1);
6250 VectorNormalize (right1);
6252 // calculate 'right' vector for end
6253 VectorSubtract (r_refdef.view.origin, org2, diff);
6254 CrossProduct (normal, diff, right2);
6255 VectorNormalize (right2);
6257 vert[ 0] = org1[0] + width * right1[0];
6258 vert[ 1] = org1[1] + width * right1[1];
6259 vert[ 2] = org1[2] + width * right1[2];
6260 vert[ 3] = org1[0] - width * right1[0];
6261 vert[ 4] = org1[1] - width * right1[1];
6262 vert[ 5] = org1[2] - width * right1[2];
6263 vert[ 6] = org2[0] - width * right2[0];
6264 vert[ 7] = org2[1] - width * right2[1];
6265 vert[ 8] = org2[2] - width * right2[2];
6266 vert[ 9] = org2[0] + width * right2[0];
6267 vert[10] = org2[1] + width * right2[1];
6268 vert[11] = org2[2] + width * right2[2];
6271 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)
6273 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6274 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6275 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6276 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6277 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6278 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6279 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6280 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6281 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6282 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6283 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6284 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6287 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6292 VectorSet(v, x, y, z);
6293 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6294 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6296 if (i == mesh->numvertices)
6298 if (mesh->numvertices < mesh->maxvertices)
6300 VectorCopy(v, vertex3f);
6301 mesh->numvertices++;
6303 return mesh->numvertices;
6309 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6313 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6314 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6315 e = mesh->element3i + mesh->numtriangles * 3;
6316 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6318 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6319 if (mesh->numtriangles < mesh->maxtriangles)
6324 mesh->numtriangles++;
6326 element[1] = element[2];
6330 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6334 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6335 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6336 e = mesh->element3i + mesh->numtriangles * 3;
6337 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6339 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6340 if (mesh->numtriangles < mesh->maxtriangles)
6345 mesh->numtriangles++;
6347 element[1] = element[2];
6351 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6352 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6354 int planenum, planenum2;
6357 mplane_t *plane, *plane2;
6359 double temppoints[2][256*3];
6360 // figure out how large a bounding box we need to properly compute this brush
6362 for (w = 0;w < numplanes;w++)
6363 maxdist = max(maxdist, fabs(planes[w].dist));
6364 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6365 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6366 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6370 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6371 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6373 if (planenum2 == planenum)
6375 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);
6378 if (tempnumpoints < 3)
6380 // generate elements forming a triangle fan for this polygon
6381 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6385 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6387 if(parms[0] == 0 && parms[1] == 0)
6389 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6390 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6395 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6398 index = parms[2] + rsurface.shadertime * parms[3];
6399 index -= floor(index);
6400 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6403 case Q3WAVEFUNC_NONE:
6404 case Q3WAVEFUNC_NOISE:
6405 case Q3WAVEFUNC_COUNT:
6408 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6409 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6410 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6411 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6412 case Q3WAVEFUNC_TRIANGLE:
6414 f = index - floor(index);
6427 f = parms[0] + parms[1] * f;
6428 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6429 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6433 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6440 matrix4x4_t matrix, temp;
6441 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6442 // it's better to have one huge fixup every 9 hours than gradual
6443 // degradation over time which looks consistently bad after many hours.
6445 // tcmod scroll in particular suffers from this degradation which can't be
6446 // effectively worked around even with floor() tricks because we don't
6447 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6448 // a workaround involving floor() would be incorrect anyway...
6449 shadertime = rsurface.shadertime;
6450 if (shadertime >= 32768.0f)
6451 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6452 switch(tcmod->tcmod)
6456 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6457 matrix = r_waterscrollmatrix;
6459 matrix = identitymatrix;
6461 case Q3TCMOD_ENTITYTRANSLATE:
6462 // this is used in Q3 to allow the gamecode to control texcoord
6463 // scrolling on the entity, which is not supported in darkplaces yet.
6464 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6466 case Q3TCMOD_ROTATE:
6467 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6468 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6469 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6472 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6474 case Q3TCMOD_SCROLL:
6475 // this particular tcmod is a "bug for bug" compatible one with regards to
6476 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6477 // specifically did the wrapping and so we must mimic that...
6478 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6479 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6480 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6482 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6483 w = (int) tcmod->parms[0];
6484 h = (int) tcmod->parms[1];
6485 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6487 idx = (int) floor(f * w * h);
6488 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6490 case Q3TCMOD_STRETCH:
6491 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6492 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6494 case Q3TCMOD_TRANSFORM:
6495 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6496 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6497 VectorSet(tcmat + 6, 0 , 0 , 1);
6498 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6499 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6501 case Q3TCMOD_TURBULENT:
6502 // this is handled in the RSurf_PrepareVertices function
6503 matrix = identitymatrix;
6507 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6510 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6512 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6513 char name[MAX_QPATH];
6514 skinframe_t *skinframe;
6515 unsigned char pixels[296*194];
6516 strlcpy(cache->name, skinname, sizeof(cache->name));
6517 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6518 if (developer_loading.integer)
6519 Con_Printf("loading %s\n", name);
6520 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6521 if (!skinframe || !skinframe->base)
6524 fs_offset_t filesize;
6526 f = FS_LoadFile(name, tempmempool, true, &filesize);
6529 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6530 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6534 cache->skinframe = skinframe;
6537 texture_t *R_GetCurrentTexture(texture_t *t)
6540 const entity_render_t *ent = rsurface.entity;
6541 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6542 q3shaderinfo_layer_tcmod_t *tcmod;
6543 float specularscale = 0.0f;
6545 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6546 return t->currentframe;
6547 t->update_lastrenderframe = r_textureframe;
6548 t->update_lastrenderentity = (void *)ent;
6550 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6551 t->camera_entity = ent->entitynumber;
6553 t->camera_entity = 0;
6555 // switch to an alternate material if this is a q1bsp animated material
6557 texture_t *texture = t;
6558 int s = rsurface.ent_skinnum;
6559 if ((unsigned int)s >= (unsigned int)model->numskins)
6561 if (model->skinscenes)
6563 if (model->skinscenes[s].framecount > 1)
6564 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6566 s = model->skinscenes[s].firstframe;
6569 t = t + s * model->num_surfaces;
6572 // use an alternate animation if the entity's frame is not 0,
6573 // and only if the texture has an alternate animation
6574 if (t->animated == 2) // q2bsp
6575 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6576 else if (rsurface.ent_alttextures && t->anim_total[1])
6577 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6579 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6581 texture->currentframe = t;
6584 // update currentskinframe to be a qw skin or animation frame
6585 if (rsurface.ent_qwskin >= 0)
6587 i = rsurface.ent_qwskin;
6588 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6590 r_qwskincache_size = cl.maxclients;
6592 Mem_Free(r_qwskincache);
6593 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6595 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6596 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6597 t->currentskinframe = r_qwskincache[i].skinframe;
6598 if (t->materialshaderpass && t->currentskinframe == NULL)
6599 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6601 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6602 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6603 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6604 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6606 t->currentmaterialflags = t->basematerialflags;
6607 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6608 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6609 t->currentalpha *= r_wateralpha.value;
6610 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6611 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6612 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6613 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6615 // decide on which type of lighting to use for this surface
6616 if (rsurface.entity->render_modellight_forced)
6617 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6618 if (rsurface.entity->render_rtlight_disabled)
6619 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6620 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6622 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6623 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
6624 for (q = 0; q < 3; q++)
6626 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6627 t->render_modellight_lightdir[q] = q == 2;
6628 t->render_modellight_ambient[q] = 1;
6629 t->render_modellight_diffuse[q] = 0;
6630 t->render_modellight_specular[q] = 0;
6631 t->render_lightmap_ambient[q] = 0;
6632 t->render_lightmap_diffuse[q] = 0;
6633 t->render_lightmap_specular[q] = 0;
6634 t->render_rtlight_diffuse[q] = 0;
6635 t->render_rtlight_specular[q] = 0;
6638 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6640 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6641 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6642 for (q = 0; q < 3; q++)
6644 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6645 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6646 t->render_modellight_lightdir[q] = q == 2;
6647 t->render_modellight_diffuse[q] = 0;
6648 t->render_modellight_specular[q] = 0;
6649 t->render_lightmap_ambient[q] = 0;
6650 t->render_lightmap_diffuse[q] = 0;
6651 t->render_lightmap_specular[q] = 0;
6652 t->render_rtlight_diffuse[q] = 0;
6653 t->render_rtlight_specular[q] = 0;
6656 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6658 // ambient + single direction light (modellight)
6659 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6660 for (q = 0; q < 3; q++)
6662 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6663 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6664 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6665 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6666 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6667 t->render_lightmap_ambient[q] = 0;
6668 t->render_lightmap_diffuse[q] = 0;
6669 t->render_lightmap_specular[q] = 0;
6670 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6671 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6676 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6677 for (q = 0; q < 3; q++)
6679 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6680 t->render_modellight_lightdir[q] = q == 2;
6681 t->render_modellight_ambient[q] = 0;
6682 t->render_modellight_diffuse[q] = 0;
6683 t->render_modellight_specular[q] = 0;
6684 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6685 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6686 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6687 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6688 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6692 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6694 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6695 // attribute, we punt it to the lightmap path and hope for the best,
6696 // but lighting doesn't work.
6698 // FIXME: this is fine for effects but CSQC polygons should be subject
6700 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6701 for (q = 0; q < 3; q++)
6703 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6704 t->render_modellight_lightdir[q] = q == 2;
6705 t->render_modellight_ambient[q] = 0;
6706 t->render_modellight_diffuse[q] = 0;
6707 t->render_modellight_specular[q] = 0;
6708 t->render_lightmap_ambient[q] = 0;
6709 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6710 t->render_lightmap_specular[q] = 0;
6711 t->render_rtlight_diffuse[q] = 0;
6712 t->render_rtlight_specular[q] = 0;
6716 for (q = 0; q < 3; q++)
6718 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6719 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6722 if (rsurface.ent_flags & RENDER_ADDITIVE)
6723 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6724 else if (t->currentalpha < 1)
6725 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6726 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6727 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6728 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6729 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6730 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6731 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6732 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6733 if (t->backgroundshaderpass)
6734 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6735 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6737 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6738 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6741 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6742 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6744 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6745 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6747 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6748 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6750 // there is no tcmod
6751 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6753 t->currenttexmatrix = r_waterscrollmatrix;
6754 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6756 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6758 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6759 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6762 if (t->materialshaderpass)
6763 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6764 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6766 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6767 if (t->currentskinframe->qpixels)
6768 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6769 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6770 if (!t->basetexture)
6771 t->basetexture = r_texture_notexture;
6772 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6773 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6774 t->nmaptexture = t->currentskinframe->nmap;
6775 if (!t->nmaptexture)
6776 t->nmaptexture = r_texture_blanknormalmap;
6777 t->glosstexture = r_texture_black;
6778 t->glowtexture = t->currentskinframe->glow;
6779 t->fogtexture = t->currentskinframe->fog;
6780 t->reflectmasktexture = t->currentskinframe->reflect;
6781 if (t->backgroundshaderpass)
6783 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6784 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6785 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6786 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6787 t->backgroundglosstexture = r_texture_black;
6788 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6789 if (!t->backgroundnmaptexture)
6790 t->backgroundnmaptexture = r_texture_blanknormalmap;
6791 // make sure that if glow is going to be used, both textures are not NULL
6792 if (!t->backgroundglowtexture && t->glowtexture)
6793 t->backgroundglowtexture = r_texture_black;
6794 if (!t->glowtexture && t->backgroundglowtexture)
6795 t->glowtexture = r_texture_black;
6799 t->backgroundbasetexture = r_texture_white;
6800 t->backgroundnmaptexture = r_texture_blanknormalmap;
6801 t->backgroundglosstexture = r_texture_black;
6802 t->backgroundglowtexture = NULL;
6804 t->specularpower = r_shadow_glossexponent.value;
6805 // TODO: store reference values for these in the texture?
6806 if (r_shadow_gloss.integer > 0)
6808 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6810 if (r_shadow_glossintensity.value > 0)
6812 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6813 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6814 specularscale = r_shadow_glossintensity.value;
6817 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6819 t->glosstexture = r_texture_white;
6820 t->backgroundglosstexture = r_texture_white;
6821 specularscale = r_shadow_gloss2intensity.value;
6822 t->specularpower = r_shadow_gloss2exponent.value;
6825 specularscale *= t->specularscalemod;
6826 t->specularpower *= t->specularpowermod;
6828 // lightmaps mode looks bad with dlights using actual texturing, so turn
6829 // off the colormap and glossmap, but leave the normalmap on as it still
6830 // accurately represents the shading involved
6831 if (gl_lightmaps.integer)
6833 t->basetexture = r_texture_grey128;
6834 t->pantstexture = r_texture_black;
6835 t->shirttexture = r_texture_black;
6836 if (gl_lightmaps.integer < 2)
6837 t->nmaptexture = r_texture_blanknormalmap;
6838 t->glosstexture = r_texture_black;
6839 t->glowtexture = NULL;
6840 t->fogtexture = NULL;
6841 t->reflectmasktexture = NULL;
6842 t->backgroundbasetexture = NULL;
6843 if (gl_lightmaps.integer < 2)
6844 t->backgroundnmaptexture = r_texture_blanknormalmap;
6845 t->backgroundglosstexture = r_texture_black;
6846 t->backgroundglowtexture = NULL;
6848 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6851 if (specularscale != 1.0f)
6853 for (q = 0; q < 3; q++)
6855 t->render_modellight_specular[q] *= specularscale;
6856 t->render_lightmap_specular[q] *= specularscale;
6857 t->render_rtlight_specular[q] *= specularscale;
6861 t->currentblendfunc[0] = GL_ONE;
6862 t->currentblendfunc[1] = GL_ZERO;
6863 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6865 t->currentblendfunc[0] = GL_SRC_ALPHA;
6866 t->currentblendfunc[1] = GL_ONE;
6868 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6870 t->currentblendfunc[0] = GL_SRC_ALPHA;
6871 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6873 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6875 t->currentblendfunc[0] = t->customblendfunc[0];
6876 t->currentblendfunc[1] = t->customblendfunc[1];
6882 rsurfacestate_t rsurface;
6884 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
6886 dp_model_t *model = ent->model;
6887 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6889 rsurface.entity = (entity_render_t *)ent;
6890 rsurface.skeleton = ent->skeleton;
6891 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6892 rsurface.ent_skinnum = ent->skinnum;
6893 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;
6894 rsurface.ent_flags = ent->flags;
6895 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6896 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6897 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6898 rsurface.matrix = ent->matrix;
6899 rsurface.inversematrix = ent->inversematrix;
6900 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6901 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6902 R_EntityMatrix(&rsurface.matrix);
6903 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6904 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6905 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6906 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6907 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6908 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6909 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6910 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6911 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6912 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6913 if (ent->model->brush.submodel && !prepass)
6915 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6916 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6918 // if the animcache code decided it should use the shader path, skip the deform step
6919 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6920 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6921 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6922 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6923 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6924 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6926 if (ent->animcache_vertex3f)
6928 r_refdef.stats[r_stat_batch_entitycache_count]++;
6929 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6930 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6931 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6932 rsurface.modelvertex3f = ent->animcache_vertex3f;
6933 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6934 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
6935 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6936 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
6937 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
6938 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6939 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
6940 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
6941 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6942 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
6943 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
6945 else if (wanttangents)
6947 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6948 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6949 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6950 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6951 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6952 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6953 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6954 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6955 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
6956 rsurface.modelvertex3f_vertexbuffer = NULL;
6957 rsurface.modelvertex3f_bufferoffset = 0;
6958 rsurface.modelvertex3f_vertexbuffer = 0;
6959 rsurface.modelvertex3f_bufferoffset = 0;
6960 rsurface.modelsvector3f_vertexbuffer = 0;
6961 rsurface.modelsvector3f_bufferoffset = 0;
6962 rsurface.modeltvector3f_vertexbuffer = 0;
6963 rsurface.modeltvector3f_bufferoffset = 0;
6964 rsurface.modelnormal3f_vertexbuffer = 0;
6965 rsurface.modelnormal3f_bufferoffset = 0;
6967 else if (wantnormals)
6969 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6970 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6971 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6972 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6973 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6974 rsurface.modelsvector3f = NULL;
6975 rsurface.modeltvector3f = NULL;
6976 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6977 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
6978 rsurface.modelvertex3f_vertexbuffer = NULL;
6979 rsurface.modelvertex3f_bufferoffset = 0;
6980 rsurface.modelvertex3f_vertexbuffer = 0;
6981 rsurface.modelvertex3f_bufferoffset = 0;
6982 rsurface.modelsvector3f_vertexbuffer = 0;
6983 rsurface.modelsvector3f_bufferoffset = 0;
6984 rsurface.modeltvector3f_vertexbuffer = 0;
6985 rsurface.modeltvector3f_bufferoffset = 0;
6986 rsurface.modelnormal3f_vertexbuffer = 0;
6987 rsurface.modelnormal3f_bufferoffset = 0;
6991 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6992 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6993 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6994 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6995 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6996 rsurface.modelsvector3f = NULL;
6997 rsurface.modeltvector3f = NULL;
6998 rsurface.modelnormal3f = NULL;
6999 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7000 rsurface.modelvertex3f_vertexbuffer = NULL;
7001 rsurface.modelvertex3f_bufferoffset = 0;
7002 rsurface.modelvertex3f_vertexbuffer = 0;
7003 rsurface.modelvertex3f_bufferoffset = 0;
7004 rsurface.modelsvector3f_vertexbuffer = 0;
7005 rsurface.modelsvector3f_bufferoffset = 0;
7006 rsurface.modeltvector3f_vertexbuffer = 0;
7007 rsurface.modeltvector3f_bufferoffset = 0;
7008 rsurface.modelnormal3f_vertexbuffer = 0;
7009 rsurface.modelnormal3f_bufferoffset = 0;
7011 rsurface.modelgeneratedvertex = true;
7015 if (rsurface.entityskeletaltransform3x4)
7017 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7018 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7019 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7020 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7024 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7025 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7026 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7027 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7029 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7030 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7031 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7032 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7033 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7034 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7035 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7036 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7037 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7038 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7039 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7040 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7041 rsurface.modelgeneratedvertex = false;
7043 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7044 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7045 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7046 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7047 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7048 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7049 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7050 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7051 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7052 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7053 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7054 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7055 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7056 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7057 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7058 rsurface.modelelement3i = model->surfmesh.data_element3i;
7059 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7060 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7061 rsurface.modelelement3s = model->surfmesh.data_element3s;
7062 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7063 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7064 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7065 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7066 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7067 rsurface.modelsurfaces = model->data_surfaces;
7068 rsurface.batchgeneratedvertex = false;
7069 rsurface.batchfirstvertex = 0;
7070 rsurface.batchnumvertices = 0;
7071 rsurface.batchfirsttriangle = 0;
7072 rsurface.batchnumtriangles = 0;
7073 rsurface.batchvertex3f = NULL;
7074 rsurface.batchvertex3f_vertexbuffer = NULL;
7075 rsurface.batchvertex3f_bufferoffset = 0;
7076 rsurface.batchsvector3f = NULL;
7077 rsurface.batchsvector3f_vertexbuffer = NULL;
7078 rsurface.batchsvector3f_bufferoffset = 0;
7079 rsurface.batchtvector3f = NULL;
7080 rsurface.batchtvector3f_vertexbuffer = NULL;
7081 rsurface.batchtvector3f_bufferoffset = 0;
7082 rsurface.batchnormal3f = NULL;
7083 rsurface.batchnormal3f_vertexbuffer = NULL;
7084 rsurface.batchnormal3f_bufferoffset = 0;
7085 rsurface.batchlightmapcolor4f = NULL;
7086 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7087 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7088 rsurface.batchtexcoordtexture2f = NULL;
7089 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7090 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7091 rsurface.batchtexcoordlightmap2f = NULL;
7092 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7093 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7094 rsurface.batchskeletalindex4ub = NULL;
7095 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7096 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7097 rsurface.batchskeletalweight4ub = NULL;
7098 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7099 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7100 rsurface.batchelement3i = NULL;
7101 rsurface.batchelement3i_indexbuffer = NULL;
7102 rsurface.batchelement3i_bufferoffset = 0;
7103 rsurface.batchelement3s = NULL;
7104 rsurface.batchelement3s_indexbuffer = NULL;
7105 rsurface.batchelement3s_bufferoffset = 0;
7106 rsurface.forcecurrenttextureupdate = false;
7109 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)
7111 rsurface.entity = r_refdef.scene.worldentity;
7112 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7113 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7114 // A better approach could be making this copy only once per frame.
7115 static entity_render_t custom_entity;
7117 custom_entity = *rsurface.entity;
7118 for (q = 0; q < 3; ++q) {
7119 float colormod = q == 0 ? r : q == 1 ? g : b;
7120 custom_entity.render_fullbright[q] *= colormod;
7121 custom_entity.render_modellight_ambient[q] *= colormod;
7122 custom_entity.render_modellight_diffuse[q] *= colormod;
7123 custom_entity.render_lightmap_ambient[q] *= colormod;
7124 custom_entity.render_lightmap_diffuse[q] *= colormod;
7125 custom_entity.render_rtlight_diffuse[q] *= colormod;
7127 custom_entity.alpha *= a;
7128 rsurface.entity = &custom_entity;
7130 rsurface.skeleton = NULL;
7131 rsurface.ent_skinnum = 0;
7132 rsurface.ent_qwskin = -1;
7133 rsurface.ent_flags = entflags;
7134 rsurface.shadertime = r_refdef.scene.time - shadertime;
7135 rsurface.modelnumvertices = numvertices;
7136 rsurface.modelnumtriangles = numtriangles;
7137 rsurface.matrix = *matrix;
7138 rsurface.inversematrix = *inversematrix;
7139 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7140 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7141 R_EntityMatrix(&rsurface.matrix);
7142 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7143 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7144 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7145 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7146 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7147 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7148 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7149 rsurface.frameblend[0].lerp = 1;
7150 rsurface.ent_alttextures = false;
7151 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7152 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7153 rsurface.entityskeletaltransform3x4 = NULL;
7154 rsurface.entityskeletaltransform3x4buffer = NULL;
7155 rsurface.entityskeletaltransform3x4offset = 0;
7156 rsurface.entityskeletaltransform3x4size = 0;
7157 rsurface.entityskeletalnumtransforms = 0;
7158 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7159 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7160 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7161 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7164 rsurface.modelvertex3f = (float *)vertex3f;
7165 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7166 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7167 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7169 else if (wantnormals)
7171 rsurface.modelvertex3f = (float *)vertex3f;
7172 rsurface.modelsvector3f = NULL;
7173 rsurface.modeltvector3f = NULL;
7174 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7178 rsurface.modelvertex3f = (float *)vertex3f;
7179 rsurface.modelsvector3f = NULL;
7180 rsurface.modeltvector3f = NULL;
7181 rsurface.modelnormal3f = NULL;
7183 rsurface.modelvertex3f_vertexbuffer = 0;
7184 rsurface.modelvertex3f_bufferoffset = 0;
7185 rsurface.modelsvector3f_vertexbuffer = 0;
7186 rsurface.modelsvector3f_bufferoffset = 0;
7187 rsurface.modeltvector3f_vertexbuffer = 0;
7188 rsurface.modeltvector3f_bufferoffset = 0;
7189 rsurface.modelnormal3f_vertexbuffer = 0;
7190 rsurface.modelnormal3f_bufferoffset = 0;
7191 rsurface.modelgeneratedvertex = true;
7192 rsurface.modellightmapcolor4f = (float *)color4f;
7193 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7194 rsurface.modellightmapcolor4f_bufferoffset = 0;
7195 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7196 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7197 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7198 rsurface.modeltexcoordlightmap2f = NULL;
7199 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7200 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7201 rsurface.modelskeletalindex4ub = NULL;
7202 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7203 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7204 rsurface.modelskeletalweight4ub = NULL;
7205 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7206 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7207 rsurface.modelelement3i = (int *)element3i;
7208 rsurface.modelelement3i_indexbuffer = NULL;
7209 rsurface.modelelement3i_bufferoffset = 0;
7210 rsurface.modelelement3s = (unsigned short *)element3s;
7211 rsurface.modelelement3s_indexbuffer = NULL;
7212 rsurface.modelelement3s_bufferoffset = 0;
7213 rsurface.modellightmapoffsets = NULL;
7214 rsurface.modelsurfaces = NULL;
7215 rsurface.batchgeneratedvertex = false;
7216 rsurface.batchfirstvertex = 0;
7217 rsurface.batchnumvertices = 0;
7218 rsurface.batchfirsttriangle = 0;
7219 rsurface.batchnumtriangles = 0;
7220 rsurface.batchvertex3f = NULL;
7221 rsurface.batchvertex3f_vertexbuffer = NULL;
7222 rsurface.batchvertex3f_bufferoffset = 0;
7223 rsurface.batchsvector3f = NULL;
7224 rsurface.batchsvector3f_vertexbuffer = NULL;
7225 rsurface.batchsvector3f_bufferoffset = 0;
7226 rsurface.batchtvector3f = NULL;
7227 rsurface.batchtvector3f_vertexbuffer = NULL;
7228 rsurface.batchtvector3f_bufferoffset = 0;
7229 rsurface.batchnormal3f = NULL;
7230 rsurface.batchnormal3f_vertexbuffer = NULL;
7231 rsurface.batchnormal3f_bufferoffset = 0;
7232 rsurface.batchlightmapcolor4f = NULL;
7233 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7234 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7235 rsurface.batchtexcoordtexture2f = NULL;
7236 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7237 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7238 rsurface.batchtexcoordlightmap2f = NULL;
7239 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7240 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7241 rsurface.batchskeletalindex4ub = NULL;
7242 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7243 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7244 rsurface.batchskeletalweight4ub = NULL;
7245 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7246 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7247 rsurface.batchelement3i = NULL;
7248 rsurface.batchelement3i_indexbuffer = NULL;
7249 rsurface.batchelement3i_bufferoffset = 0;
7250 rsurface.batchelement3s = NULL;
7251 rsurface.batchelement3s_indexbuffer = NULL;
7252 rsurface.batchelement3s_bufferoffset = 0;
7253 rsurface.forcecurrenttextureupdate = true;
7255 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7257 if ((wantnormals || wanttangents) && !normal3f)
7259 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7260 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7262 if (wanttangents && !svector3f)
7264 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7265 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7266 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7271 float RSurf_FogPoint(const float *v)
7273 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7274 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7275 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7276 float FogHeightFade = r_refdef.fogheightfade;
7278 unsigned int fogmasktableindex;
7279 if (r_refdef.fogplaneviewabove)
7280 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7282 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7283 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7284 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7287 float RSurf_FogVertex(const float *v)
7289 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7290 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7291 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7292 float FogHeightFade = rsurface.fogheightfade;
7294 unsigned int fogmasktableindex;
7295 if (r_refdef.fogplaneviewabove)
7296 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7298 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7299 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7300 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7303 void RSurf_UploadBuffersForBatch(void)
7305 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7306 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7307 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7308 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7309 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7310 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7311 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7312 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7313 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7314 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7315 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7316 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7317 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7318 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7319 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7320 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7321 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7322 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7323 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7324 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7326 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7327 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7328 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7329 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7331 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7332 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7333 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7334 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7335 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7336 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7337 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7338 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7339 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7340 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7343 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7346 for (i = 0;i < numelements;i++)
7347 outelement3i[i] = inelement3i[i] + adjust;
7350 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7351 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7359 int surfacefirsttriangle;
7360 int surfacenumtriangles;
7361 int surfacefirstvertex;
7362 int surfaceendvertex;
7363 int surfacenumvertices;
7364 int batchnumsurfaces = texturenumsurfaces;
7365 int batchnumvertices;
7366 int batchnumtriangles;
7369 qboolean dynamicvertex;
7372 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7375 q3shaderinfo_deform_t *deform;
7376 const msurface_t *surface, *firstsurface;
7377 if (!texturenumsurfaces)
7379 // find vertex range of this surface batch
7381 firstsurface = texturesurfacelist[0];
7382 firsttriangle = firstsurface->num_firsttriangle;
7383 batchnumvertices = 0;
7384 batchnumtriangles = 0;
7385 firstvertex = endvertex = firstsurface->num_firstvertex;
7386 for (i = 0;i < texturenumsurfaces;i++)
7388 surface = texturesurfacelist[i];
7389 if (surface != firstsurface + i)
7391 surfacefirstvertex = surface->num_firstvertex;
7392 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7393 surfacenumvertices = surface->num_vertices;
7394 surfacenumtriangles = surface->num_triangles;
7395 if (firstvertex > surfacefirstvertex)
7396 firstvertex = surfacefirstvertex;
7397 if (endvertex < surfaceendvertex)
7398 endvertex = surfaceendvertex;
7399 batchnumvertices += surfacenumvertices;
7400 batchnumtriangles += surfacenumtriangles;
7403 r_refdef.stats[r_stat_batch_batches]++;
7405 r_refdef.stats[r_stat_batch_withgaps]++;
7406 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7407 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7408 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7410 // we now know the vertex range used, and if there are any gaps in it
7411 rsurface.batchfirstvertex = firstvertex;
7412 rsurface.batchnumvertices = endvertex - firstvertex;
7413 rsurface.batchfirsttriangle = firsttriangle;
7414 rsurface.batchnumtriangles = batchnumtriangles;
7416 // check if any dynamic vertex processing must occur
7417 dynamicvertex = false;
7419 // we must use vertexbuffers for rendering, we can upload vertex buffers
7420 // easily enough but if the basevertex is non-zero it becomes more
7421 // difficult, so force dynamicvertex path in that case - it's suboptimal
7422 // but the most optimal case is to have the geometry sources provide their
7424 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7425 dynamicvertex = true;
7427 // a cvar to force the dynamic vertex path to be taken, for debugging
7428 if (r_batch_debugdynamicvertexpath.integer)
7432 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7433 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7434 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7435 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7437 dynamicvertex = true;
7440 // if there is a chance of animated vertex colors, it's a dynamic batch
7441 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7445 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7446 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7447 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7448 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7450 dynamicvertex = true;
7453 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7455 switch (deform->deform)
7458 case Q3DEFORM_PROJECTIONSHADOW:
7459 case Q3DEFORM_TEXT0:
7460 case Q3DEFORM_TEXT1:
7461 case Q3DEFORM_TEXT2:
7462 case Q3DEFORM_TEXT3:
7463 case Q3DEFORM_TEXT4:
7464 case Q3DEFORM_TEXT5:
7465 case Q3DEFORM_TEXT6:
7466 case Q3DEFORM_TEXT7:
7469 case Q3DEFORM_AUTOSPRITE:
7472 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7473 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7474 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7475 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7477 dynamicvertex = true;
7478 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7480 case Q3DEFORM_AUTOSPRITE2:
7483 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7484 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7485 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7486 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7488 dynamicvertex = true;
7489 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7491 case Q3DEFORM_NORMAL:
7494 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7495 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7496 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7497 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7499 dynamicvertex = true;
7500 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7503 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7504 break; // if wavefunc is a nop, ignore this transform
7507 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7508 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7509 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7510 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7512 dynamicvertex = true;
7513 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7515 case Q3DEFORM_BULGE:
7518 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7519 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7520 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7521 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7523 dynamicvertex = true;
7524 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7527 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7528 break; // if wavefunc is a nop, ignore this transform
7531 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7532 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7533 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7534 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7536 dynamicvertex = true;
7537 batchneed |= BATCHNEED_ARRAY_VERTEX;
7541 if (rsurface.texture->materialshaderpass)
7543 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7546 case Q3TCGEN_TEXTURE:
7548 case Q3TCGEN_LIGHTMAP:
7551 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7552 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7553 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7554 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7556 dynamicvertex = true;
7557 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7559 case Q3TCGEN_VECTOR:
7562 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7563 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7564 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7565 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7567 dynamicvertex = true;
7568 batchneed |= BATCHNEED_ARRAY_VERTEX;
7570 case Q3TCGEN_ENVIRONMENT:
7573 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7574 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7575 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7576 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7578 dynamicvertex = true;
7579 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7582 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7586 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7587 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7588 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7589 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7591 dynamicvertex = true;
7592 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7596 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7597 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7598 // we ensure this by treating the vertex batch as dynamic...
7599 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7603 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7604 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7605 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7606 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7608 dynamicvertex = true;
7611 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7612 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7613 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7615 rsurface.batchvertex3f = rsurface.modelvertex3f;
7616 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7617 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7618 rsurface.batchsvector3f = rsurface.modelsvector3f;
7619 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7620 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7621 rsurface.batchtvector3f = rsurface.modeltvector3f;
7622 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7623 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7624 rsurface.batchnormal3f = rsurface.modelnormal3f;
7625 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7626 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7627 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7628 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7629 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7630 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7631 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7632 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7633 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7634 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7635 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7636 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7637 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7638 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7639 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7640 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7641 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7642 rsurface.batchelement3i = rsurface.modelelement3i;
7643 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7644 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7645 rsurface.batchelement3s = rsurface.modelelement3s;
7646 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7647 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7648 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7649 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7650 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7651 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7652 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7654 // if any dynamic vertex processing has to occur in software, we copy the
7655 // entire surface list together before processing to rebase the vertices
7656 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7658 // if any gaps exist and we do not have a static vertex buffer, we have to
7659 // copy the surface list together to avoid wasting upload bandwidth on the
7660 // vertices in the gaps.
7662 // if gaps exist and we have a static vertex buffer, we can choose whether
7663 // to combine the index buffer ranges into one dynamic index buffer or
7664 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7666 // in many cases the batch is reduced to one draw call.
7668 rsurface.batchmultidraw = false;
7669 rsurface.batchmultidrawnumsurfaces = 0;
7670 rsurface.batchmultidrawsurfacelist = NULL;
7674 // static vertex data, just set pointers...
7675 rsurface.batchgeneratedvertex = false;
7676 // if there are gaps, we want to build a combined index buffer,
7677 // otherwise use the original static buffer with an appropriate offset
7680 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7681 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7682 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7683 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7684 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7686 rsurface.batchmultidraw = true;
7687 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7688 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7691 // build a new triangle elements array for this batch
7692 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7693 rsurface.batchfirsttriangle = 0;
7695 for (i = 0;i < texturenumsurfaces;i++)
7697 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7698 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7699 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7700 numtriangles += surfacenumtriangles;
7702 rsurface.batchelement3i_indexbuffer = NULL;
7703 rsurface.batchelement3i_bufferoffset = 0;
7704 rsurface.batchelement3s = NULL;
7705 rsurface.batchelement3s_indexbuffer = NULL;
7706 rsurface.batchelement3s_bufferoffset = 0;
7707 if (endvertex <= 65536)
7709 // make a 16bit (unsigned short) index array if possible
7710 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7711 for (i = 0;i < numtriangles*3;i++)
7712 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7717 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7718 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7719 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7720 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7725 // something needs software processing, do it for real...
7726 // we only directly handle separate array data in this case and then
7727 // generate interleaved data if needed...
7728 rsurface.batchgeneratedvertex = true;
7729 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7730 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7731 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7732 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7734 // now copy the vertex data into a combined array and make an index array
7735 // (this is what Quake3 does all the time)
7736 // we also apply any skeletal animation here that would have been done in
7737 // the vertex shader, because most of the dynamic vertex animation cases
7738 // need actual vertex positions and normals
7739 //if (dynamicvertex)
7741 rsurface.batchvertex3f = NULL;
7742 rsurface.batchvertex3f_vertexbuffer = NULL;
7743 rsurface.batchvertex3f_bufferoffset = 0;
7744 rsurface.batchsvector3f = NULL;
7745 rsurface.batchsvector3f_vertexbuffer = NULL;
7746 rsurface.batchsvector3f_bufferoffset = 0;
7747 rsurface.batchtvector3f = NULL;
7748 rsurface.batchtvector3f_vertexbuffer = NULL;
7749 rsurface.batchtvector3f_bufferoffset = 0;
7750 rsurface.batchnormal3f = NULL;
7751 rsurface.batchnormal3f_vertexbuffer = NULL;
7752 rsurface.batchnormal3f_bufferoffset = 0;
7753 rsurface.batchlightmapcolor4f = NULL;
7754 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7755 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7756 rsurface.batchtexcoordtexture2f = NULL;
7757 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7758 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7759 rsurface.batchtexcoordlightmap2f = NULL;
7760 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7761 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7762 rsurface.batchskeletalindex4ub = NULL;
7763 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7764 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7765 rsurface.batchskeletalweight4ub = NULL;
7766 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7767 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7768 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7769 rsurface.batchelement3i_indexbuffer = NULL;
7770 rsurface.batchelement3i_bufferoffset = 0;
7771 rsurface.batchelement3s = NULL;
7772 rsurface.batchelement3s_indexbuffer = NULL;
7773 rsurface.batchelement3s_bufferoffset = 0;
7774 rsurface.batchskeletaltransform3x4buffer = NULL;
7775 rsurface.batchskeletaltransform3x4offset = 0;
7776 rsurface.batchskeletaltransform3x4size = 0;
7777 // we'll only be setting up certain arrays as needed
7778 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7779 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7780 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7781 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7782 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7784 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7785 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7787 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7788 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7789 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7790 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7791 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7792 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7793 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7795 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7796 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7800 for (i = 0;i < texturenumsurfaces;i++)
7802 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7803 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7804 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7805 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7806 // copy only the data requested
7807 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7809 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7811 if (rsurface.batchvertex3f)
7812 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7814 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7816 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7818 if (rsurface.modelnormal3f)
7819 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7821 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7823 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7825 if (rsurface.modelsvector3f)
7827 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7828 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7832 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7833 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7836 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7838 if (rsurface.modellightmapcolor4f)
7839 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7841 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7843 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7845 if (rsurface.modeltexcoordtexture2f)
7846 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7848 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7850 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7852 if (rsurface.modeltexcoordlightmap2f)
7853 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7855 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7857 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7859 if (rsurface.modelskeletalindex4ub)
7861 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7862 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7866 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7867 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7868 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7869 for (j = 0;j < surfacenumvertices;j++)
7874 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7875 numvertices += surfacenumvertices;
7876 numtriangles += surfacenumtriangles;
7879 // generate a 16bit index array as well if possible
7880 // (in general, dynamic batches fit)
7881 if (numvertices <= 65536)
7883 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7884 for (i = 0;i < numtriangles*3;i++)
7885 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7888 // since we've copied everything, the batch now starts at 0
7889 rsurface.batchfirstvertex = 0;
7890 rsurface.batchnumvertices = batchnumvertices;
7891 rsurface.batchfirsttriangle = 0;
7892 rsurface.batchnumtriangles = batchnumtriangles;
7895 // apply skeletal animation that would have been done in the vertex shader
7896 if (rsurface.batchskeletaltransform3x4)
7898 const unsigned char *si;
7899 const unsigned char *sw;
7901 const float *b = rsurface.batchskeletaltransform3x4;
7902 float *vp, *vs, *vt, *vn;
7904 float m[3][4], n[3][4];
7905 float tp[3], ts[3], tt[3], tn[3];
7906 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7907 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7908 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7909 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7910 si = rsurface.batchskeletalindex4ub;
7911 sw = rsurface.batchskeletalweight4ub;
7912 vp = rsurface.batchvertex3f;
7913 vs = rsurface.batchsvector3f;
7914 vt = rsurface.batchtvector3f;
7915 vn = rsurface.batchnormal3f;
7916 memset(m[0], 0, sizeof(m));
7917 memset(n[0], 0, sizeof(n));
7918 for (i = 0;i < batchnumvertices;i++)
7920 t[0] = b + si[0]*12;
7923 // common case - only one matrix
7937 else if (sw[2] + sw[3])
7940 t[1] = b + si[1]*12;
7941 t[2] = b + si[2]*12;
7942 t[3] = b + si[3]*12;
7943 w[0] = sw[0] * (1.0f / 255.0f);
7944 w[1] = sw[1] * (1.0f / 255.0f);
7945 w[2] = sw[2] * (1.0f / 255.0f);
7946 w[3] = sw[3] * (1.0f / 255.0f);
7947 // blend the matrices
7948 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
7949 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
7950 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
7951 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
7952 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
7953 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
7954 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
7955 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
7956 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
7957 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
7958 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
7959 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
7964 t[1] = b + si[1]*12;
7965 w[0] = sw[0] * (1.0f / 255.0f);
7966 w[1] = sw[1] * (1.0f / 255.0f);
7967 // blend the matrices
7968 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
7969 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
7970 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
7971 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
7972 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
7973 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
7974 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
7975 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
7976 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
7977 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
7978 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
7979 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
7983 // modify the vertex
7985 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
7986 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
7987 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
7991 // the normal transformation matrix is a set of cross products...
7992 CrossProduct(m[1], m[2], n[0]);
7993 CrossProduct(m[2], m[0], n[1]);
7994 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
7996 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
7997 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
7998 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
7999 VectorNormalize(vn);
8004 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8005 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8006 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8007 VectorNormalize(vs);
8010 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8011 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8012 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8013 VectorNormalize(vt);
8018 rsurface.batchskeletaltransform3x4 = NULL;
8019 rsurface.batchskeletalnumtransforms = 0;
8022 // q1bsp surfaces rendered in vertex color mode have to have colors
8023 // calculated based on lightstyles
8024 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8026 // generate color arrays for the surfaces in this list
8031 const unsigned char *lm;
8032 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8033 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8034 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8036 for (i = 0;i < texturenumsurfaces;i++)
8038 surface = texturesurfacelist[i];
8039 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8040 surfacenumvertices = surface->num_vertices;
8041 if (surface->lightmapinfo->samples)
8043 for (j = 0;j < surfacenumvertices;j++)
8045 lm = surface->lightmapinfo->samples + offsets[j];
8046 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8047 VectorScale(lm, scale, c);
8048 if (surface->lightmapinfo->styles[1] != 255)
8050 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8052 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8053 VectorMA(c, scale, lm, c);
8054 if (surface->lightmapinfo->styles[2] != 255)
8057 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8058 VectorMA(c, scale, lm, c);
8059 if (surface->lightmapinfo->styles[3] != 255)
8062 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8063 VectorMA(c, scale, lm, c);
8070 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);
8076 for (j = 0;j < surfacenumvertices;j++)
8078 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8085 // if vertices are deformed (sprite flares and things in maps, possibly
8086 // water waves, bulges and other deformations), modify the copied vertices
8088 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8091 switch (deform->deform)
8094 case Q3DEFORM_PROJECTIONSHADOW:
8095 case Q3DEFORM_TEXT0:
8096 case Q3DEFORM_TEXT1:
8097 case Q3DEFORM_TEXT2:
8098 case Q3DEFORM_TEXT3:
8099 case Q3DEFORM_TEXT4:
8100 case Q3DEFORM_TEXT5:
8101 case Q3DEFORM_TEXT6:
8102 case Q3DEFORM_TEXT7:
8105 case Q3DEFORM_AUTOSPRITE:
8106 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8107 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8108 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8109 VectorNormalize(newforward);
8110 VectorNormalize(newright);
8111 VectorNormalize(newup);
8112 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8113 // rsurface.batchvertex3f_vertexbuffer = NULL;
8114 // rsurface.batchvertex3f_bufferoffset = 0;
8115 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8116 // rsurface.batchsvector3f_vertexbuffer = NULL;
8117 // rsurface.batchsvector3f_bufferoffset = 0;
8118 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8119 // rsurface.batchtvector3f_vertexbuffer = NULL;
8120 // rsurface.batchtvector3f_bufferoffset = 0;
8121 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8122 // rsurface.batchnormal3f_vertexbuffer = NULL;
8123 // rsurface.batchnormal3f_bufferoffset = 0;
8124 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8125 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8126 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8127 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8128 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);
8129 // a single autosprite surface can contain multiple sprites...
8130 for (j = 0;j < batchnumvertices - 3;j += 4)
8132 VectorClear(center);
8133 for (i = 0;i < 4;i++)
8134 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8135 VectorScale(center, 0.25f, center);
8136 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8137 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8138 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8139 for (i = 0;i < 4;i++)
8141 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8142 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8145 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8146 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8147 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);
8149 case Q3DEFORM_AUTOSPRITE2:
8150 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8151 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8152 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8153 VectorNormalize(newforward);
8154 VectorNormalize(newright);
8155 VectorNormalize(newup);
8156 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8157 // rsurface.batchvertex3f_vertexbuffer = NULL;
8158 // rsurface.batchvertex3f_bufferoffset = 0;
8160 const float *v1, *v2;
8170 memset(shortest, 0, sizeof(shortest));
8171 // a single autosprite surface can contain multiple sprites...
8172 for (j = 0;j < batchnumvertices - 3;j += 4)
8174 VectorClear(center);
8175 for (i = 0;i < 4;i++)
8176 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8177 VectorScale(center, 0.25f, center);
8178 // find the two shortest edges, then use them to define the
8179 // axis vectors for rotating around the central axis
8180 for (i = 0;i < 6;i++)
8182 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8183 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8184 l = VectorDistance2(v1, v2);
8185 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8187 l += (1.0f / 1024.0f);
8188 if (shortest[0].length2 > l || i == 0)
8190 shortest[1] = shortest[0];
8191 shortest[0].length2 = l;
8192 shortest[0].v1 = v1;
8193 shortest[0].v2 = v2;
8195 else if (shortest[1].length2 > l || i == 1)
8197 shortest[1].length2 = l;
8198 shortest[1].v1 = v1;
8199 shortest[1].v2 = v2;
8202 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8203 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8204 // this calculates the right vector from the shortest edge
8205 // and the up vector from the edge midpoints
8206 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8207 VectorNormalize(right);
8208 VectorSubtract(end, start, up);
8209 VectorNormalize(up);
8210 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8211 VectorSubtract(rsurface.localvieworigin, center, forward);
8212 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8213 VectorNegate(forward, forward);
8214 VectorReflect(forward, 0, up, forward);
8215 VectorNormalize(forward);
8216 CrossProduct(up, forward, newright);
8217 VectorNormalize(newright);
8218 // rotate the quad around the up axis vector, this is made
8219 // especially easy by the fact we know the quad is flat,
8220 // so we only have to subtract the center position and
8221 // measure distance along the right vector, and then
8222 // multiply that by the newright vector and add back the
8224 // we also need to subtract the old position to undo the
8225 // displacement from the center, which we do with a
8226 // DotProduct, the subtraction/addition of center is also
8227 // optimized into DotProducts here
8228 l = DotProduct(right, center);
8229 for (i = 0;i < 4;i++)
8231 v1 = rsurface.batchvertex3f + 3*(j+i);
8232 f = DotProduct(right, v1) - l;
8233 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8237 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8239 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8240 // rsurface.batchnormal3f_vertexbuffer = NULL;
8241 // rsurface.batchnormal3f_bufferoffset = 0;
8242 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8244 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8246 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8247 // rsurface.batchsvector3f_vertexbuffer = NULL;
8248 // rsurface.batchsvector3f_bufferoffset = 0;
8249 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8250 // rsurface.batchtvector3f_vertexbuffer = NULL;
8251 // rsurface.batchtvector3f_bufferoffset = 0;
8252 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);
8255 case Q3DEFORM_NORMAL:
8256 // deform the normals to make reflections wavey
8257 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8258 rsurface.batchnormal3f_vertexbuffer = NULL;
8259 rsurface.batchnormal3f_bufferoffset = 0;
8260 for (j = 0;j < batchnumvertices;j++)
8263 float *normal = rsurface.batchnormal3f + 3*j;
8264 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8265 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8266 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8267 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8268 VectorNormalize(normal);
8270 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8272 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8273 // rsurface.batchsvector3f_vertexbuffer = NULL;
8274 // rsurface.batchsvector3f_bufferoffset = 0;
8275 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8276 // rsurface.batchtvector3f_vertexbuffer = NULL;
8277 // rsurface.batchtvector3f_bufferoffset = 0;
8278 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);
8282 // deform vertex array to make wavey water and flags and such
8283 waveparms[0] = deform->waveparms[0];
8284 waveparms[1] = deform->waveparms[1];
8285 waveparms[2] = deform->waveparms[2];
8286 waveparms[3] = deform->waveparms[3];
8287 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8288 break; // if wavefunc is a nop, don't make a dynamic vertex array
8289 // this is how a divisor of vertex influence on deformation
8290 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8291 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8292 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8293 // rsurface.batchvertex3f_vertexbuffer = NULL;
8294 // rsurface.batchvertex3f_bufferoffset = 0;
8295 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8296 // rsurface.batchnormal3f_vertexbuffer = NULL;
8297 // rsurface.batchnormal3f_bufferoffset = 0;
8298 for (j = 0;j < batchnumvertices;j++)
8300 // if the wavefunc depends on time, evaluate it per-vertex
8303 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8304 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8306 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8308 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8309 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8310 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8312 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8313 // rsurface.batchsvector3f_vertexbuffer = NULL;
8314 // rsurface.batchsvector3f_bufferoffset = 0;
8315 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8316 // rsurface.batchtvector3f_vertexbuffer = NULL;
8317 // rsurface.batchtvector3f_bufferoffset = 0;
8318 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);
8321 case Q3DEFORM_BULGE:
8322 // deform vertex array to make the surface have moving bulges
8323 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8324 // rsurface.batchvertex3f_vertexbuffer = NULL;
8325 // rsurface.batchvertex3f_bufferoffset = 0;
8326 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8327 // rsurface.batchnormal3f_vertexbuffer = NULL;
8328 // rsurface.batchnormal3f_bufferoffset = 0;
8329 for (j = 0;j < batchnumvertices;j++)
8331 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8332 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8334 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8335 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8336 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8338 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8339 // rsurface.batchsvector3f_vertexbuffer = NULL;
8340 // rsurface.batchsvector3f_bufferoffset = 0;
8341 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8342 // rsurface.batchtvector3f_vertexbuffer = NULL;
8343 // rsurface.batchtvector3f_bufferoffset = 0;
8344 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);
8348 // deform vertex array
8349 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8350 break; // if wavefunc is a nop, don't make a dynamic vertex array
8351 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8352 VectorScale(deform->parms, scale, waveparms);
8353 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8354 // rsurface.batchvertex3f_vertexbuffer = NULL;
8355 // rsurface.batchvertex3f_bufferoffset = 0;
8356 for (j = 0;j < batchnumvertices;j++)
8357 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8362 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8364 // generate texcoords based on the chosen texcoord source
8365 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8368 case Q3TCGEN_TEXTURE:
8370 case Q3TCGEN_LIGHTMAP:
8371 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8372 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8373 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8374 if (rsurface.batchtexcoordlightmap2f)
8375 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8377 case Q3TCGEN_VECTOR:
8378 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8379 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8380 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8381 for (j = 0;j < batchnumvertices;j++)
8383 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8384 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8387 case Q3TCGEN_ENVIRONMENT:
8388 // make environment reflections using a spheremap
8389 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8390 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8391 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8392 for (j = 0;j < batchnumvertices;j++)
8394 // identical to Q3A's method, but executed in worldspace so
8395 // carried models can be shiny too
8397 float viewer[3], d, reflected[3], worldreflected[3];
8399 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8400 // VectorNormalize(viewer);
8402 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8404 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8405 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8406 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8407 // note: this is proportinal to viewer, so we can normalize later
8409 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8410 VectorNormalize(worldreflected);
8412 // note: this sphere map only uses world x and z!
8413 // so positive and negative y will LOOK THE SAME.
8414 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8415 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8419 // the only tcmod that needs software vertex processing is turbulent, so
8420 // check for it here and apply the changes if needed
8421 // and we only support that as the first one
8422 // (handling a mixture of turbulent and other tcmods would be problematic
8423 // without punting it entirely to a software path)
8424 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8426 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8427 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8428 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8429 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8430 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8431 for (j = 0;j < batchnumvertices;j++)
8433 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);
8434 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8440 void RSurf_DrawBatch(void)
8442 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8443 // through the pipeline, killing it earlier in the pipeline would have
8444 // per-surface overhead rather than per-batch overhead, so it's best to
8445 // reject it here, before it hits glDraw.
8446 if (rsurface.batchnumtriangles == 0)
8449 // batch debugging code
8450 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8456 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8457 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8460 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8462 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8464 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8465 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);
8472 if (rsurface.batchmultidraw)
8474 // issue multiple draws rather than copying index data
8475 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8476 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8477 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8478 for (i = 0;i < numsurfaces;)
8480 // combine consecutive surfaces as one draw
8481 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8482 if (surfacelist[j] != surfacelist[k] + 1)
8484 firstvertex = surfacelist[i]->num_firstvertex;
8485 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8486 firsttriangle = surfacelist[i]->num_firsttriangle;
8487 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8488 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);
8494 // there is only one consecutive run of index data (may have been combined)
8495 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);
8499 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8501 // pick the closest matching water plane
8502 int planeindex, vertexindex, bestplaneindex = -1;
8506 r_waterstate_waterplane_t *p;
8507 qboolean prepared = false;
8509 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8511 if(p->camera_entity != rsurface.texture->camera_entity)
8516 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8518 if(rsurface.batchnumvertices == 0)
8521 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8523 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8524 d += fabs(PlaneDiff(vert, &p->plane));
8526 if (bestd > d || bestplaneindex < 0)
8529 bestplaneindex = planeindex;
8532 return bestplaneindex;
8533 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8534 // this situation though, as it might be better to render single larger
8535 // batches with useless stuff (backface culled for example) than to
8536 // render multiple smaller batches
8539 void RSurf_SetupDepthAndCulling(void)
8541 // submodels are biased to avoid z-fighting with world surfaces that they
8542 // may be exactly overlapping (avoids z-fighting artifacts on certain
8543 // doors and things in Quake maps)
8544 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8545 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8546 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8547 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8550 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8553 // transparent sky would be ridiculous
8554 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8556 R_SetupShader_Generic_NoTexture(false, false);
8557 skyrenderlater = true;
8558 RSurf_SetupDepthAndCulling();
8561 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8562 if (r_sky_scissor.integer)
8564 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8565 for (i = 0; i < texturenumsurfaces; i++)
8567 const msurface_t *surf = texturesurfacelist[i];
8570 float mins[3], maxs[3];
8572 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8574 Matrix4x4_Transform(&rsurface.matrix, v, p);
8577 if (mins[0] > p[0]) mins[0] = p[0];
8578 if (mins[1] > p[1]) mins[1] = p[1];
8579 if (mins[2] > p[2]) mins[2] = p[2];
8580 if (maxs[0] < p[0]) maxs[0] = p[0];
8581 if (maxs[1] < p[1]) maxs[1] = p[1];
8582 if (maxs[2] < p[2]) maxs[2] = p[2];
8586 VectorCopy(p, mins);
8587 VectorCopy(p, maxs);
8590 if (!R_ScissorForBBox(mins, maxs, scissor))
8594 if (skyscissor[0] > scissor[0])
8596 skyscissor[2] += skyscissor[0] - scissor[0];
8597 skyscissor[0] = scissor[0];
8599 if (skyscissor[1] > scissor[1])
8601 skyscissor[3] += skyscissor[1] - scissor[1];
8602 skyscissor[1] = scissor[1];
8604 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8605 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8606 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8607 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8610 Vector4Copy(scissor, skyscissor);
8615 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8616 // skymasking on them, and Quake3 never did sky masking (unlike
8617 // software Quake and software Quake2), so disable the sky masking
8618 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8619 // and skymasking also looks very bad when noclipping outside the
8620 // level, so don't use it then either.
8621 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8623 R_Mesh_ResetTextureState();
8624 if (skyrendermasked)
8626 R_SetupShader_DepthOrShadow(false, false, false);
8627 // depth-only (masking)
8628 GL_ColorMask(0, 0, 0, 0);
8629 // just to make sure that braindead drivers don't draw
8630 // anything despite that colormask...
8631 GL_BlendFunc(GL_ZERO, GL_ONE);
8632 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8633 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8637 R_SetupShader_Generic_NoTexture(false, false);
8639 GL_BlendFunc(GL_ONE, GL_ZERO);
8640 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8641 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8642 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8645 if (skyrendermasked)
8646 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8648 R_Mesh_ResetTextureState();
8649 GL_Color(1, 1, 1, 1);
8652 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8653 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8654 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8656 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8660 // render screenspace normalmap to texture
8662 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8667 // bind lightmap texture
8669 // water/refraction/reflection/camera surfaces have to be handled specially
8670 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8672 int start, end, startplaneindex;
8673 for (start = 0;start < texturenumsurfaces;start = end)
8675 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8676 if(startplaneindex < 0)
8678 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8679 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8683 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8685 // now that we have a batch using the same planeindex, render it
8686 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8688 // render water or distortion background
8690 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8692 // blend surface on top
8693 GL_DepthMask(false);
8694 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8697 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8699 // render surface with reflection texture as input
8700 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8701 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8708 // render surface batch normally
8709 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8710 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8714 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8718 int texturesurfaceindex;
8720 const msurface_t *surface;
8721 float surfacecolor4f[4];
8723 // R_Mesh_ResetTextureState();
8724 R_SetupShader_Generic_NoTexture(false, false);
8726 GL_BlendFunc(GL_ONE, GL_ZERO);
8727 GL_DepthMask(writedepth);
8729 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8731 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8733 surface = texturesurfacelist[texturesurfaceindex];
8734 k = (int)(((size_t)surface) / sizeof(msurface_t));
8735 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8736 for (j = 0;j < surface->num_vertices;j++)
8738 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8742 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8746 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8749 RSurf_SetupDepthAndCulling();
8750 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8752 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8755 switch (vid.renderpath)
8757 case RENDERPATH_GL32:
8758 case RENDERPATH_GLES2:
8759 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8765 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8768 int texturenumsurfaces, endsurface;
8770 const msurface_t *surface;
8771 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8773 RSurf_ActiveModelEntity(ent, true, true, false);
8775 if (r_transparentdepthmasking.integer)
8777 qboolean setup = false;
8778 for (i = 0;i < numsurfaces;i = j)
8781 surface = rsurface.modelsurfaces + surfacelist[i];
8782 texture = surface->texture;
8783 rsurface.texture = R_GetCurrentTexture(texture);
8784 rsurface.lightmaptexture = NULL;
8785 rsurface.deluxemaptexture = NULL;
8786 rsurface.uselightmaptexture = false;
8787 // scan ahead until we find a different texture
8788 endsurface = min(i + 1024, numsurfaces);
8789 texturenumsurfaces = 0;
8790 texturesurfacelist[texturenumsurfaces++] = surface;
8791 for (;j < endsurface;j++)
8793 surface = rsurface.modelsurfaces + surfacelist[j];
8794 if (texture != surface->texture)
8796 texturesurfacelist[texturenumsurfaces++] = surface;
8798 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8800 // render the range of surfaces as depth
8804 GL_ColorMask(0,0,0,0);
8807 GL_BlendFunc(GL_ONE, GL_ZERO);
8809 // R_Mesh_ResetTextureState();
8811 RSurf_SetupDepthAndCulling();
8812 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8813 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8814 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8818 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8821 for (i = 0;i < numsurfaces;i = j)
8824 surface = rsurface.modelsurfaces + surfacelist[i];
8825 texture = surface->texture;
8826 rsurface.texture = R_GetCurrentTexture(texture);
8827 // scan ahead until we find a different texture
8828 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8829 texturenumsurfaces = 0;
8830 texturesurfacelist[texturenumsurfaces++] = surface;
8831 rsurface.lightmaptexture = surface->lightmaptexture;
8832 rsurface.deluxemaptexture = surface->deluxemaptexture;
8833 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8834 for (;j < endsurface;j++)
8836 surface = rsurface.modelsurfaces + surfacelist[j];
8837 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8839 texturesurfacelist[texturenumsurfaces++] = surface;
8841 // render the range of surfaces
8842 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8844 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8847 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8849 // transparent surfaces get pushed off into the transparent queue
8850 int surfacelistindex;
8851 const msurface_t *surface;
8852 vec3_t tempcenter, center;
8853 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8855 surface = texturesurfacelist[surfacelistindex];
8856 if (r_transparent_sortsurfacesbynearest.integer)
8858 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8859 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8860 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8864 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8865 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8866 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8868 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8869 if (rsurface.entity->transparent_offset) // transparent offset
8871 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8872 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8873 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8875 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);
8879 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8881 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8883 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8885 RSurf_SetupDepthAndCulling();
8886 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8887 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8888 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8892 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8896 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8898 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8901 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8903 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8904 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8906 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8908 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8909 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8910 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8912 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8914 // in the deferred case, transparent surfaces were queued during prepass
8915 if (!r_shadow_usingdeferredprepass)
8916 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8920 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8921 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8926 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8930 R_FrameData_SetMark();
8931 // break the surface list down into batches by texture and use of lightmapping
8932 for (i = 0;i < numsurfaces;i = j)
8935 // texture is the base texture pointer, rsurface.texture is the
8936 // current frame/skin the texture is directing us to use (for example
8937 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8938 // use skin 1 instead)
8939 texture = surfacelist[i]->texture;
8940 rsurface.texture = R_GetCurrentTexture(texture);
8941 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8943 // if this texture is not the kind we want, skip ahead to the next one
8944 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8948 if(depthonly || prepass)
8950 rsurface.lightmaptexture = NULL;
8951 rsurface.deluxemaptexture = NULL;
8952 rsurface.uselightmaptexture = false;
8953 // simply scan ahead until we find a different texture or lightmap state
8954 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8959 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
8960 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
8961 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8962 // simply scan ahead until we find a different texture or lightmap state
8963 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
8966 // render the range of surfaces
8967 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
8969 R_FrameData_ReturnToMark();
8972 float locboxvertex3f[6*4*3] =
8974 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8975 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8976 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8977 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8978 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8979 1,0,0, 0,0,0, 0,1,0, 1,1,0
8982 unsigned short locboxelements[6*2*3] =
8992 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8995 cl_locnode_t *loc = (cl_locnode_t *)ent;
8997 float vertex3f[6*4*3];
8999 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9000 GL_DepthMask(false);
9001 GL_DepthRange(0, 1);
9002 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9004 GL_CullFace(GL_NONE);
9005 R_EntityMatrix(&identitymatrix);
9007 // R_Mesh_ResetTextureState();
9010 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9011 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9012 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9013 surfacelist[0] < 0 ? 0.5f : 0.125f);
9015 if (VectorCompare(loc->mins, loc->maxs))
9017 VectorSet(size, 2, 2, 2);
9018 VectorMA(loc->mins, -0.5f, size, mins);
9022 VectorCopy(loc->mins, mins);
9023 VectorSubtract(loc->maxs, loc->mins, size);
9026 for (i = 0;i < 6*4*3;)
9027 for (j = 0;j < 3;j++, i++)
9028 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9030 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9031 R_SetupShader_Generic_NoTexture(false, false);
9032 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9035 void R_DrawLocs(void)
9038 cl_locnode_t *loc, *nearestloc;
9040 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9041 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9043 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9044 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9048 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9050 if (decalsystem->decals)
9051 Mem_Free(decalsystem->decals);
9052 memset(decalsystem, 0, sizeof(*decalsystem));
9055 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9061 // expand or initialize the system
9062 if (decalsystem->maxdecals <= decalsystem->numdecals)
9064 decalsystem_t old = *decalsystem;
9065 qboolean useshortelements;
9066 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9067 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9068 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)));
9069 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9070 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9071 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9072 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9073 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9074 if (decalsystem->numdecals)
9075 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9077 Mem_Free(old.decals);
9078 for (i = 0;i < decalsystem->maxdecals*3;i++)
9079 decalsystem->element3i[i] = i;
9080 if (useshortelements)
9081 for (i = 0;i < decalsystem->maxdecals*3;i++)
9082 decalsystem->element3s[i] = i;
9085 // grab a decal and search for another free slot for the next one
9086 decals = decalsystem->decals;
9087 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9088 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9090 decalsystem->freedecal = i;
9091 if (decalsystem->numdecals <= i)
9092 decalsystem->numdecals = i + 1;
9094 // initialize the decal
9096 decal->triangleindex = triangleindex;
9097 decal->surfaceindex = surfaceindex;
9098 decal->decalsequence = decalsequence;
9099 decal->color4f[0][0] = c0[0];
9100 decal->color4f[0][1] = c0[1];
9101 decal->color4f[0][2] = c0[2];
9102 decal->color4f[0][3] = 1;
9103 decal->color4f[1][0] = c1[0];
9104 decal->color4f[1][1] = c1[1];
9105 decal->color4f[1][2] = c1[2];
9106 decal->color4f[1][3] = 1;
9107 decal->color4f[2][0] = c2[0];
9108 decal->color4f[2][1] = c2[1];
9109 decal->color4f[2][2] = c2[2];
9110 decal->color4f[2][3] = 1;
9111 decal->vertex3f[0][0] = v0[0];
9112 decal->vertex3f[0][1] = v0[1];
9113 decal->vertex3f[0][2] = v0[2];
9114 decal->vertex3f[1][0] = v1[0];
9115 decal->vertex3f[1][1] = v1[1];
9116 decal->vertex3f[1][2] = v1[2];
9117 decal->vertex3f[2][0] = v2[0];
9118 decal->vertex3f[2][1] = v2[1];
9119 decal->vertex3f[2][2] = v2[2];
9120 decal->texcoord2f[0][0] = t0[0];
9121 decal->texcoord2f[0][1] = t0[1];
9122 decal->texcoord2f[1][0] = t1[0];
9123 decal->texcoord2f[1][1] = t1[1];
9124 decal->texcoord2f[2][0] = t2[0];
9125 decal->texcoord2f[2][1] = t2[1];
9126 TriangleNormal(v0, v1, v2, decal->plane);
9127 VectorNormalize(decal->plane);
9128 decal->plane[3] = DotProduct(v0, decal->plane);
9131 extern cvar_t cl_decals_bias;
9132 extern cvar_t cl_decals_models;
9133 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9134 // baseparms, parms, temps
9135 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9140 const float *vertex3f;
9141 const float *normal3f;
9143 float points[2][9][3];
9150 e = rsurface.modelelement3i + 3*triangleindex;
9152 vertex3f = rsurface.modelvertex3f;
9153 normal3f = rsurface.modelnormal3f;
9157 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9159 index = 3*e[cornerindex];
9160 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9165 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9167 index = 3*e[cornerindex];
9168 VectorCopy(vertex3f + index, v[cornerindex]);
9173 //TriangleNormal(v[0], v[1], v[2], normal);
9174 //if (DotProduct(normal, localnormal) < 0.0f)
9176 // clip by each of the box planes formed from the projection matrix
9177 // if anything survives, we emit the decal
9178 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]);
9181 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]);
9184 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]);
9187 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]);
9190 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]);
9193 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]);
9196 // some part of the triangle survived, so we have to accept it...
9199 // dynamic always uses the original triangle
9201 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9203 index = 3*e[cornerindex];
9204 VectorCopy(vertex3f + index, v[cornerindex]);
9207 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9209 // convert vertex positions to texcoords
9210 Matrix4x4_Transform(projection, v[cornerindex], temp);
9211 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9212 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9213 // calculate distance fade from the projection origin
9214 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9215 f = bound(0.0f, f, 1.0f);
9216 c[cornerindex][0] = r * f;
9217 c[cornerindex][1] = g * f;
9218 c[cornerindex][2] = b * f;
9219 c[cornerindex][3] = 1.0f;
9220 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9223 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);
9225 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9226 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);
9228 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9230 matrix4x4_t projection;
9231 decalsystem_t *decalsystem;
9234 const msurface_t *surface;
9235 const msurface_t *surfaces;
9236 const int *surfacelist;
9237 const texture_t *texture;
9240 int surfacelistindex;
9243 float localorigin[3];
9244 float localnormal[3];
9252 int bih_triangles_count;
9253 int bih_triangles[256];
9254 int bih_surfaces[256];
9256 decalsystem = &ent->decalsystem;
9258 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9260 R_DecalSystem_Reset(&ent->decalsystem);
9264 if (!model->brush.data_leafs && !cl_decals_models.integer)
9266 if (decalsystem->model)
9267 R_DecalSystem_Reset(decalsystem);
9271 if (decalsystem->model != model)
9272 R_DecalSystem_Reset(decalsystem);
9273 decalsystem->model = model;
9275 RSurf_ActiveModelEntity(ent, true, false, false);
9277 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9278 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9279 VectorNormalize(localnormal);
9280 localsize = worldsize*rsurface.inversematrixscale;
9281 localmins[0] = localorigin[0] - localsize;
9282 localmins[1] = localorigin[1] - localsize;
9283 localmins[2] = localorigin[2] - localsize;
9284 localmaxs[0] = localorigin[0] + localsize;
9285 localmaxs[1] = localorigin[1] + localsize;
9286 localmaxs[2] = localorigin[2] + localsize;
9288 //VectorCopy(localnormal, planes[4]);
9289 //VectorVectors(planes[4], planes[2], planes[0]);
9290 AnglesFromVectors(angles, localnormal, NULL, false);
9291 AngleVectors(angles, planes[0], planes[2], planes[4]);
9292 VectorNegate(planes[0], planes[1]);
9293 VectorNegate(planes[2], planes[3]);
9294 VectorNegate(planes[4], planes[5]);
9295 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9296 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9297 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9298 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9299 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9300 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9305 matrix4x4_t forwardprojection;
9306 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9307 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9312 float projectionvector[4][3];
9313 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9314 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9315 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9316 projectionvector[0][0] = planes[0][0] * ilocalsize;
9317 projectionvector[0][1] = planes[1][0] * ilocalsize;
9318 projectionvector[0][2] = planes[2][0] * ilocalsize;
9319 projectionvector[1][0] = planes[0][1] * ilocalsize;
9320 projectionvector[1][1] = planes[1][1] * ilocalsize;
9321 projectionvector[1][2] = planes[2][1] * ilocalsize;
9322 projectionvector[2][0] = planes[0][2] * ilocalsize;
9323 projectionvector[2][1] = planes[1][2] * ilocalsize;
9324 projectionvector[2][2] = planes[2][2] * ilocalsize;
9325 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9326 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9327 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9328 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9332 dynamic = model->surfmesh.isanimated;
9333 numsurfacelist = model->nummodelsurfaces;
9334 surfacelist = model->sortedmodelsurfaces;
9335 surfaces = model->data_surfaces;
9338 bih_triangles_count = -1;
9341 if(model->render_bih.numleafs)
9342 bih = &model->render_bih;
9343 else if(model->collision_bih.numleafs)
9344 bih = &model->collision_bih;
9347 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9348 if(bih_triangles_count == 0)
9350 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9352 if(bih_triangles_count > 0)
9354 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9356 surfaceindex = bih_surfaces[triangleindex];
9357 surface = surfaces + surfaceindex;
9358 texture = surface->texture;
9359 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9361 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9363 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9368 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9370 surfaceindex = surfacelist[surfacelistindex];
9371 surface = surfaces + surfaceindex;
9372 // check cull box first because it rejects more than any other check
9373 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9375 // skip transparent surfaces
9376 texture = surface->texture;
9377 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9379 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9381 numtriangles = surface->num_triangles;
9382 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9383 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9388 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9389 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9391 int renderentityindex;
9394 entity_render_t *ent;
9396 worldmins[0] = worldorigin[0] - worldsize;
9397 worldmins[1] = worldorigin[1] - worldsize;
9398 worldmins[2] = worldorigin[2] - worldsize;
9399 worldmaxs[0] = worldorigin[0] + worldsize;
9400 worldmaxs[1] = worldorigin[1] + worldsize;
9401 worldmaxs[2] = worldorigin[2] + worldsize;
9403 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9405 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9407 ent = r_refdef.scene.entities[renderentityindex];
9408 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9411 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9415 typedef struct r_decalsystem_splatqueue_s
9422 unsigned int decalsequence;
9424 r_decalsystem_splatqueue_t;
9426 int r_decalsystem_numqueued = 0;
9427 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9429 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)
9431 r_decalsystem_splatqueue_t *queue;
9433 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9436 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9437 VectorCopy(worldorigin, queue->worldorigin);
9438 VectorCopy(worldnormal, queue->worldnormal);
9439 Vector4Set(queue->color, r, g, b, a);
9440 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9441 queue->worldsize = worldsize;
9442 queue->decalsequence = cl.decalsequence++;
9445 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9448 r_decalsystem_splatqueue_t *queue;
9450 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9451 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);
9452 r_decalsystem_numqueued = 0;
9455 extern cvar_t cl_decals_max;
9456 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9459 decalsystem_t *decalsystem = &ent->decalsystem;
9461 unsigned int killsequence;
9466 if (!decalsystem->numdecals)
9469 if (r_showsurfaces.integer)
9472 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9474 R_DecalSystem_Reset(decalsystem);
9478 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9479 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9481 if (decalsystem->lastupdatetime)
9482 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9485 decalsystem->lastupdatetime = r_refdef.scene.time;
9486 numdecals = decalsystem->numdecals;
9488 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9490 if (decal->color4f[0][3])
9492 decal->lived += frametime;
9493 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9495 memset(decal, 0, sizeof(*decal));
9496 if (decalsystem->freedecal > i)
9497 decalsystem->freedecal = i;
9501 decal = decalsystem->decals;
9502 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9505 // collapse the array by shuffling the tail decals into the gaps
9508 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9509 decalsystem->freedecal++;
9510 if (decalsystem->freedecal == numdecals)
9512 decal[decalsystem->freedecal] = decal[--numdecals];
9515 decalsystem->numdecals = numdecals;
9519 // if there are no decals left, reset decalsystem
9520 R_DecalSystem_Reset(decalsystem);
9524 extern skinframe_t *decalskinframe;
9525 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9528 decalsystem_t *decalsystem = &ent->decalsystem;
9537 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9540 numdecals = decalsystem->numdecals;
9544 if (r_showsurfaces.integer)
9547 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9549 R_DecalSystem_Reset(decalsystem);
9553 // if the model is static it doesn't matter what value we give for
9554 // wantnormals and wanttangents, so this logic uses only rules applicable
9555 // to a model, knowing that they are meaningless otherwise
9556 RSurf_ActiveModelEntity(ent, false, false, false);
9558 decalsystem->lastupdatetime = r_refdef.scene.time;
9560 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9562 // update vertex positions for animated models
9563 v3f = decalsystem->vertex3f;
9564 c4f = decalsystem->color4f;
9565 t2f = decalsystem->texcoord2f;
9566 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9568 if (!decal->color4f[0][3])
9571 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9575 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9578 // update color values for fading decals
9579 if (decal->lived >= cl_decals_time.value)
9580 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9584 c4f[ 0] = decal->color4f[0][0] * alpha;
9585 c4f[ 1] = decal->color4f[0][1] * alpha;
9586 c4f[ 2] = decal->color4f[0][2] * alpha;
9588 c4f[ 4] = decal->color4f[1][0] * alpha;
9589 c4f[ 5] = decal->color4f[1][1] * alpha;
9590 c4f[ 6] = decal->color4f[1][2] * alpha;
9592 c4f[ 8] = decal->color4f[2][0] * alpha;
9593 c4f[ 9] = decal->color4f[2][1] * alpha;
9594 c4f[10] = decal->color4f[2][2] * alpha;
9597 t2f[0] = decal->texcoord2f[0][0];
9598 t2f[1] = decal->texcoord2f[0][1];
9599 t2f[2] = decal->texcoord2f[1][0];
9600 t2f[3] = decal->texcoord2f[1][1];
9601 t2f[4] = decal->texcoord2f[2][0];
9602 t2f[5] = decal->texcoord2f[2][1];
9604 // update vertex positions for animated models
9605 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9607 e = rsurface.modelelement3i + 3*decal->triangleindex;
9608 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9609 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9610 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9614 VectorCopy(decal->vertex3f[0], v3f);
9615 VectorCopy(decal->vertex3f[1], v3f + 3);
9616 VectorCopy(decal->vertex3f[2], v3f + 6);
9619 if (r_refdef.fogenabled)
9621 alpha = RSurf_FogVertex(v3f);
9622 VectorScale(c4f, alpha, c4f);
9623 alpha = RSurf_FogVertex(v3f + 3);
9624 VectorScale(c4f + 4, alpha, c4f + 4);
9625 alpha = RSurf_FogVertex(v3f + 6);
9626 VectorScale(c4f + 8, alpha, c4f + 8);
9637 r_refdef.stats[r_stat_drawndecals] += numtris;
9639 // now render the decals all at once
9640 // (this assumes they all use one particle font texture!)
9641 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);
9642 // R_Mesh_ResetTextureState();
9643 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9644 GL_DepthMask(false);
9645 GL_DepthRange(0, 1);
9646 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9648 GL_CullFace(GL_NONE);
9649 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9650 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9651 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9655 static void R_DrawModelDecals(void)
9659 // fade faster when there are too many decals
9660 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9661 for (i = 0;i < r_refdef.scene.numentities;i++)
9662 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9664 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9665 for (i = 0;i < r_refdef.scene.numentities;i++)
9666 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9667 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9669 R_DecalSystem_ApplySplatEntitiesQueue();
9671 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9672 for (i = 0;i < r_refdef.scene.numentities;i++)
9673 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9675 r_refdef.stats[r_stat_totaldecals] += numdecals;
9677 if (r_showsurfaces.integer || !r_drawdecals.integer)
9680 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9682 for (i = 0;i < r_refdef.scene.numentities;i++)
9684 if (!r_refdef.viewcache.entityvisible[i])
9686 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9687 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9691 extern cvar_t mod_collision_bih;
9692 static void R_DrawDebugModel(void)
9694 entity_render_t *ent = rsurface.entity;
9695 int i, j, flagsmask;
9696 const msurface_t *surface;
9697 dp_model_t *model = ent->model;
9699 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9702 if (r_showoverdraw.value > 0)
9704 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9705 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9706 R_SetupShader_Generic_NoTexture(false, false);
9707 GL_DepthTest(false);
9708 GL_DepthMask(false);
9709 GL_DepthRange(0, 1);
9710 GL_BlendFunc(GL_ONE, GL_ONE);
9711 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9713 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9715 rsurface.texture = R_GetCurrentTexture(surface->texture);
9716 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9718 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9719 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9720 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9721 GL_Color(c, 0, 0, 1.0f);
9722 else if (ent == r_refdef.scene.worldentity)
9723 GL_Color(c, c, c, 1.0f);
9725 GL_Color(0, c, 0, 1.0f);
9726 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9730 rsurface.texture = NULL;
9733 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9735 // R_Mesh_ResetTextureState();
9736 R_SetupShader_Generic_NoTexture(false, false);
9737 GL_DepthRange(0, 1);
9738 GL_DepthTest(!r_showdisabledepthtest.integer);
9739 GL_DepthMask(false);
9740 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9742 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9746 qboolean cullbox = false;
9747 const q3mbrush_t *brush;
9748 const bih_t *bih = &model->collision_bih;
9749 const bih_leaf_t *bihleaf;
9750 float vertex3f[3][3];
9751 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9752 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9754 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9756 switch (bihleaf->type)
9759 brush = model->brush.data_brushes + bihleaf->itemindex;
9760 if (brush->colbrushf && brush->colbrushf->numtriangles)
9762 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);
9763 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9764 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9767 case BIH_COLLISIONTRIANGLE:
9768 triangleindex = bihleaf->itemindex;
9769 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9770 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9771 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9772 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);
9773 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9774 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9776 case BIH_RENDERTRIANGLE:
9777 triangleindex = bihleaf->itemindex;
9778 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9779 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9780 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9781 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);
9782 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9783 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9789 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9792 if (r_showtris.value > 0 && qglPolygonMode)
9794 if (r_showdisabledepthtest.integer)
9796 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9797 GL_DepthMask(false);
9801 GL_BlendFunc(GL_ONE, GL_ZERO);
9804 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9805 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9807 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9809 rsurface.texture = R_GetCurrentTexture(surface->texture);
9810 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9812 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9813 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9814 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9815 else if (ent == r_refdef.scene.worldentity)
9816 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9818 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9819 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9823 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9824 rsurface.texture = NULL;
9828 // FIXME! implement r_shownormals with just triangles
9829 if (r_shownormals.value != 0 && qglBegin)
9833 if (r_showdisabledepthtest.integer)
9835 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9836 GL_DepthMask(false);
9840 GL_BlendFunc(GL_ONE, GL_ZERO);
9843 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9845 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9847 rsurface.texture = R_GetCurrentTexture(surface->texture);
9848 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9850 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9852 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9854 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9856 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9857 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9858 qglVertex3f(v[0], v[1], v[2]);
9859 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9860 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9861 qglVertex3f(v[0], v[1], v[2]);
9864 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9866 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9868 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9869 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9870 qglVertex3f(v[0], v[1], v[2]);
9871 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9872 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9873 qglVertex3f(v[0], v[1], v[2]);
9876 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9878 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9880 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9881 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9882 qglVertex3f(v[0], v[1], v[2]);
9883 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9884 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9885 qglVertex3f(v[0], v[1], v[2]);
9888 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9890 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9892 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9893 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9894 qglVertex3f(v[0], v[1], v[2]);
9895 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9896 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9897 qglVertex3f(v[0], v[1], v[2]);
9904 rsurface.texture = NULL;
9910 int r_maxsurfacelist = 0;
9911 const msurface_t **r_surfacelist = NULL;
9912 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
9914 int i, j, endj, flagsmask;
9915 dp_model_t *model = ent->model;
9916 msurface_t *surfaces;
9917 unsigned char *update;
9918 int numsurfacelist = 0;
9922 if (r_maxsurfacelist < model->num_surfaces)
9924 r_maxsurfacelist = model->num_surfaces;
9926 Mem_Free((msurface_t **)r_surfacelist);
9927 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9930 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9931 RSurf_ActiveModelEntity(ent, false, false, false);
9933 RSurf_ActiveModelEntity(ent, true, true, true);
9935 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
9937 RSurf_ActiveModelEntity(ent, true, true, false);
9939 surfaces = model->data_surfaces;
9940 update = model->brushq1.lightmapupdateflags;
9942 // update light styles
9943 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
9945 model_brush_lightstyleinfo_t *style;
9946 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9948 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9950 int *list = style->surfacelist;
9951 style->value = r_refdef.scene.lightstylevalue[style->style];
9952 for (j = 0;j < style->numsurfaces;j++)
9953 update[list[j]] = true;
9958 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9963 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9967 rsurface.lightmaptexture = NULL;
9968 rsurface.deluxemaptexture = NULL;
9969 rsurface.uselightmaptexture = false;
9970 rsurface.texture = NULL;
9971 rsurface.rtlight = NULL;
9973 // add visible surfaces to draw list
9974 if (ent == r_refdef.scene.worldentity)
9976 // for the world entity, check surfacevisible
9977 for (i = 0;i < model->nummodelsurfaces;i++)
9979 j = model->sortedmodelsurfaces[i];
9980 if (r_refdef.viewcache.world_surfacevisible[j])
9981 r_surfacelist[numsurfacelist++] = surfaces + j;
9986 // for ui we have to preserve the order of surfaces
9987 for (i = 0; i < model->nummodelsurfaces; i++)
9988 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
9993 for (i = 0; i < model->nummodelsurfaces; i++)
9994 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9996 // don't do anything if there were no surfaces
9997 if (!numsurfacelist)
9999 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10002 // update lightmaps if needed
10006 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10011 R_BuildLightMap(ent, surfaces + j);
10016 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10018 // add to stats if desired
10019 if (r_speeds.integer && !skysurfaces && !depthonly)
10021 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10022 for (j = 0;j < numsurfacelist;j++)
10023 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10026 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10029 void R_DebugLine(vec3_t start, vec3_t end)
10031 dp_model_t *mod = CL_Mesh_UI();
10033 int e0, e1, e2, e3;
10034 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10035 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10036 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10039 // transform to screen coords first
10040 Vector4Set(w[0], start[0], start[1], start[2], 1);
10041 Vector4Set(w[1], end[0], end[1], end[2], 1);
10042 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10043 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10044 x1 = s[0][0] * vid_conwidth.value / vid.width;
10045 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10046 x2 = s[1][0] * vid_conwidth.value / vid.width;
10047 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10048 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10050 // add the line to the UI mesh for drawing later
10052 // width is measured in real pixels
10053 if (fabs(x2 - x1) > fabs(y2 - y1))
10056 offsety = 0.5f * width * vid_conheight.value / vid.height;
10060 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10063 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10064 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10065 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10066 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10067 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10068 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10069 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10074 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10076 static texture_t texture;
10078 // fake enough texture and surface state to render this geometry
10080 texture.update_lastrenderframe = -1; // regenerate this texture
10081 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10082 texture.basealpha = 1.0f;
10083 texture.currentskinframe = skinframe;
10084 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10085 texture.offsetmapping = OFFSETMAPPING_OFF;
10086 texture.offsetscale = 1;
10087 texture.specularscalemod = 1;
10088 texture.specularpowermod = 1;
10089 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10091 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10094 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, qboolean ui)
10096 static msurface_t surface;
10097 const msurface_t *surfacelist = &surface;
10099 // fake enough texture and surface state to render this geometry
10100 surface.texture = texture;
10101 surface.num_triangles = numtriangles;
10102 surface.num_firsttriangle = firsttriangle;
10103 surface.num_vertices = numvertices;
10104 surface.num_firstvertex = firstvertex;
10107 rsurface.texture = R_GetCurrentTexture(surface.texture);
10108 rsurface.lightmaptexture = NULL;
10109 rsurface.deluxemaptexture = NULL;
10110 rsurface.uselightmaptexture = false;
10111 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);