2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
125 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
137 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
138 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
139 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
140 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
141 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
142 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
143 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
145 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
146 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
148 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
149 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
150 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
152 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
153 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
154 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
155 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
156 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
157 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
158 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
159 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
160 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
162 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
163 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
164 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
166 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
168 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
169 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
170 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
171 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
172 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
181 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
182 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
183 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
184 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
185 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
186 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
187 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
188 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
189 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
191 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
192 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
193 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
194 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
196 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
197 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
199 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
200 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
201 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
202 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
203 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
205 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
206 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
207 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
208 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
209 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
210 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
211 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
212 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
213 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
214 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
216 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
218 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
220 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
222 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
224 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
225 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
227 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
229 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
231 extern cvar_t v_glslgamma;
232 extern cvar_t v_glslgamma_2d;
234 extern qboolean v_flipped_state;
236 r_framebufferstate_t r_fb;
238 /// shadow volume bsp struct with automatically growing nodes buffer
241 rtexture_t *r_texture_blanknormalmap;
242 rtexture_t *r_texture_white;
243 rtexture_t *r_texture_grey128;
244 rtexture_t *r_texture_black;
245 rtexture_t *r_texture_notexture;
246 rtexture_t *r_texture_whitecube;
247 rtexture_t *r_texture_normalizationcube;
248 rtexture_t *r_texture_fogattenuation;
249 rtexture_t *r_texture_fogheighttexture;
250 rtexture_t *r_texture_gammaramps;
251 unsigned int r_texture_gammaramps_serial;
252 //rtexture_t *r_texture_fogintensity;
253 rtexture_t *r_texture_reflectcube;
255 // TODO: hash lookups?
256 typedef struct cubemapinfo_s
263 int r_texture_numcubemaps;
264 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
266 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
267 unsigned int r_numqueries;
268 unsigned int r_maxqueries;
270 typedef struct r_qwskincache_s
272 char name[MAX_QPATH];
273 skinframe_t *skinframe;
277 static r_qwskincache_t *r_qwskincache;
278 static int r_qwskincache_size;
280 /// vertex coordinates for a quad that covers the screen exactly
281 extern const float r_screenvertex3f[12];
282 extern const float r_d3dscreenvertex3f[12];
283 const float r_screenvertex3f[12] =
290 const float r_d3dscreenvertex3f[12] =
298 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
301 for (i = 0;i < verts;i++)
312 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
315 for (i = 0;i < verts;i++)
325 // FIXME: move this to client?
328 if (gamemode == GAME_NEHAHRA)
330 Cvar_Set("gl_fogenable", "0");
331 Cvar_Set("gl_fogdensity", "0.2");
332 Cvar_Set("gl_fogred", "0.3");
333 Cvar_Set("gl_foggreen", "0.3");
334 Cvar_Set("gl_fogblue", "0.3");
336 r_refdef.fog_density = 0;
337 r_refdef.fog_red = 0;
338 r_refdef.fog_green = 0;
339 r_refdef.fog_blue = 0;
340 r_refdef.fog_alpha = 1;
341 r_refdef.fog_start = 0;
342 r_refdef.fog_end = 16384;
343 r_refdef.fog_height = 1<<30;
344 r_refdef.fog_fadedepth = 128;
345 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
348 static void R_BuildBlankTextures(void)
350 unsigned char data[4];
351 data[2] = 128; // normal X
352 data[1] = 128; // normal Y
353 data[0] = 255; // normal Z
354 data[3] = 255; // height
355 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildNoTexture(void)
376 unsigned char pix[16][16][4];
377 // this makes a light grey/dark grey checkerboard texture
378 for (y = 0;y < 16;y++)
380 for (x = 0;x < 16;x++)
382 if ((y < 8) ^ (x < 8))
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 static void R_BuildWhiteCube(void)
403 unsigned char data[6*1*1*4];
404 memset(data, 255, sizeof(data));
405 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNormalizationCube(void)
412 vec_t s, t, intensity;
415 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416 for (side = 0;side < 6;side++)
418 for (y = 0;y < NORMSIZE;y++)
420 for (x = 0;x < NORMSIZE;x++)
422 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 intensity = 127.0f / sqrt(DotProduct(v, v));
459 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462 data[((side*64+y)*64+x)*4+3] = 255;
466 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
470 static void R_BuildFogTexture(void)
474 unsigned char data1[FOGWIDTH][4];
475 //unsigned char data2[FOGWIDTH][4];
478 r_refdef.fogmasktable_start = r_refdef.fog_start;
479 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480 r_refdef.fogmasktable_range = r_refdef.fogrange;
481 r_refdef.fogmasktable_density = r_refdef.fog_density;
483 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486 d = (x * r - r_refdef.fogmasktable_start);
487 if(developer_extra.integer)
488 Con_DPrintf("%f ", d);
490 if (r_fog_exp2.integer)
491 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494 if(developer_extra.integer)
495 Con_DPrintf(" : %f ", alpha);
496 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497 if(developer_extra.integer)
498 Con_DPrintf(" = %f\n", alpha);
499 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502 for (x = 0;x < FOGWIDTH;x++)
504 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
509 //data2[x][0] = 255 - b;
510 //data2[x][1] = 255 - b;
511 //data2[x][2] = 255 - b;
514 if (r_texture_fogattenuation)
516 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
521 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
526 static void R_BuildFogHeightTexture(void)
528 unsigned char *inpixels;
536 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537 if (r_refdef.fogheighttexturename[0])
538 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541 r_refdef.fog_height_tablesize = 0;
542 if (r_texture_fogheighttexture)
543 R_FreeTexture(r_texture_fogheighttexture);
544 r_texture_fogheighttexture = NULL;
545 if (r_refdef.fog_height_table2d)
546 Mem_Free(r_refdef.fog_height_table2d);
547 r_refdef.fog_height_table2d = NULL;
548 if (r_refdef.fog_height_table1d)
549 Mem_Free(r_refdef.fog_height_table1d);
550 r_refdef.fog_height_table1d = NULL;
554 r_refdef.fog_height_tablesize = size;
555 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559 // LordHavoc: now the magic - what is that table2d for? it is a cooked
560 // average fog color table accounting for every fog layer between a point
561 // and the camera. (Note: attenuation is handled separately!)
562 for (y = 0;y < size;y++)
564 for (x = 0;x < size;x++)
570 for (j = x;j <= y;j++)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578 for (j = x;j >= y;j--)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 //=======================================================================================================================================================
596 static const char *builtinshaderstring =
597 #include "shader_glsl.h"
600 const char *builtinhlslshaderstring =
601 #include "shader_hlsl.h"
604 char *glslshaderstring = NULL;
605 char *hlslshaderstring = NULL;
607 //=======================================================================================================================================================
609 typedef struct shaderpermutationinfo_s
614 shaderpermutationinfo_t;
616 typedef struct shadermodeinfo_s
618 const char *vertexfilename;
619 const char *geometryfilename;
620 const char *fragmentfilename;
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
629 {"#define USEDIFFUSE\n", " diffuse"},
630 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631 {"#define USEVIEWTINT\n", " viewtint"},
632 {"#define USECOLORMAPPING\n", " colormapping"},
633 {"#define USESATURATION\n", " saturation"},
634 {"#define USEFOGINSIDE\n", " foginside"},
635 {"#define USEFOGOUTSIDE\n", " fogoutside"},
636 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638 {"#define USEGAMMARAMPS\n", " gammaramps"},
639 {"#define USECUBEFILTER\n", " cubefilter"},
640 {"#define USEGLOW\n", " glow"},
641 {"#define USEBLOOM\n", " bloom"},
642 {"#define USESPECULAR\n", " specular"},
643 {"#define USEPOSTPROCESSING\n", " postprocessing"},
644 {"#define USEREFLECTION\n", " reflection"},
645 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656 {"#define USETRIPPY\n", " trippy"},
657 {"#define USEDEPTHRGB\n", " depthrgb"},
658 {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
710 struct r_glsl_permutation_s *hashnext;
712 unsigned int permutation;
714 /// indicates if we have tried compiling this permutation already
716 /// 0 if compilation failed
718 // texture units assigned to each detected uniform
719 int tex_Texture_First;
720 int tex_Texture_Second;
721 int tex_Texture_GammaRamps;
722 int tex_Texture_Normal;
723 int tex_Texture_Color;
724 int tex_Texture_Gloss;
725 int tex_Texture_Glow;
726 int tex_Texture_SecondaryNormal;
727 int tex_Texture_SecondaryColor;
728 int tex_Texture_SecondaryGloss;
729 int tex_Texture_SecondaryGlow;
730 int tex_Texture_Pants;
731 int tex_Texture_Shirt;
732 int tex_Texture_FogHeightTexture;
733 int tex_Texture_FogMask;
734 int tex_Texture_Lightmap;
735 int tex_Texture_Deluxemap;
736 int tex_Texture_Attenuation;
737 int tex_Texture_Cube;
738 int tex_Texture_Refraction;
739 int tex_Texture_Reflection;
740 int tex_Texture_ShadowMap2D;
741 int tex_Texture_CubeProjection;
742 int tex_Texture_ScreenNormalMap;
743 int tex_Texture_ScreenDiffuse;
744 int tex_Texture_ScreenSpecular;
745 int tex_Texture_ReflectMask;
746 int tex_Texture_ReflectCube;
747 int tex_Texture_BounceGrid;
748 /// locations of detected uniforms in program object, or -1 if not found
749 int loc_Texture_First;
750 int loc_Texture_Second;
751 int loc_Texture_GammaRamps;
752 int loc_Texture_Normal;
753 int loc_Texture_Color;
754 int loc_Texture_Gloss;
755 int loc_Texture_Glow;
756 int loc_Texture_SecondaryNormal;
757 int loc_Texture_SecondaryColor;
758 int loc_Texture_SecondaryGloss;
759 int loc_Texture_SecondaryGlow;
760 int loc_Texture_Pants;
761 int loc_Texture_Shirt;
762 int loc_Texture_FogHeightTexture;
763 int loc_Texture_FogMask;
764 int loc_Texture_Lightmap;
765 int loc_Texture_Deluxemap;
766 int loc_Texture_Attenuation;
767 int loc_Texture_Cube;
768 int loc_Texture_Refraction;
769 int loc_Texture_Reflection;
770 int loc_Texture_ShadowMap2D;
771 int loc_Texture_CubeProjection;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
853 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
854 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
855 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
857 #define SHADERSTATICPARMS_COUNT 11
859 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
860 static int shaderstaticparms_count = 0;
862 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
863 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
865 extern qboolean r_shadow_shadowmapsampler;
866 extern int r_shadow_shadowmappcf;
867 qboolean R_CompileShader_CheckStaticParms(void)
869 static int r_compileshader_staticparms_save[1];
870 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
871 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
874 if (r_glsl_saturation_redcompensate.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
876 if (r_glsl_vertextextureblend_usebothalphas.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
878 if (r_shadow_glossexact.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
880 if (r_glsl_postprocess.integer)
882 if (r_glsl_postprocess_uservec1_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
884 if (r_glsl_postprocess_uservec2_enable.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
886 if (r_glsl_postprocess_uservec3_enable.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
888 if (r_glsl_postprocess_uservec4_enable.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
891 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
894 if (r_shadow_shadowmapsampler)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
896 if (r_shadow_shadowmappcf > 1)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
898 else if (r_shadow_shadowmappcf)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
901 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
904 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
905 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
906 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
908 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
909 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
911 shaderstaticparms_count = 0;
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
936 //unsigned int hashdepth = 0;
937 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938 r_glsl_permutation_t *p;
939 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
941 if (p->mode == mode && p->permutation == permutation)
943 //if (hashdepth > 10)
944 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
949 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
951 p->permutation = permutation;
952 p->hashnext = r_glsl_permutationhash[mode][hashindex];
953 r_glsl_permutationhash[mode][hashindex] = p;
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
962 if (!filename || !filename[0])
964 if (!strcmp(filename, "glsl/default.glsl"))
966 if (!glslshaderstring)
968 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
969 if (glslshaderstring)
970 Con_DPrintf("Loading shaders from file %s...\n", filename);
972 glslshaderstring = (char *)builtinshaderstring;
974 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
975 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
978 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
981 if (printfromdisknotice)
982 Con_DPrintf("from disk %s... ", filename);
988 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
992 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
993 char *vertexstring, *geometrystring, *fragmentstring;
994 char permutationname[256];
995 int vertstrings_count = 0;
996 int geomstrings_count = 0;
997 int fragstrings_count = 0;
998 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
999 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1000 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1007 permutationname[0] = 0;
1008 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1009 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1010 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1012 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1014 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1015 if(vid.support.gl20shaders130)
1017 vertstrings_list[vertstrings_count++] = "#version 130\n";
1018 geomstrings_list[geomstrings_count++] = "#version 130\n";
1019 fragstrings_list[fragstrings_count++] = "#version 130\n";
1020 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1021 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1022 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1025 // the first pretext is which type of shader to compile as
1026 // (later these will all be bound together as a program object)
1027 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1028 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1029 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1031 // the second pretext is the mode (for example a light source)
1032 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1033 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1034 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1035 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1037 // now add all the permutation pretexts
1038 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1040 if (permutation & (1<<i))
1042 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1043 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1044 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1045 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1049 // keep line numbers correct
1050 vertstrings_list[vertstrings_count++] = "\n";
1051 geomstrings_list[geomstrings_count++] = "\n";
1052 fragstrings_list[fragstrings_count++] = "\n";
1057 R_CompileShader_AddStaticParms(mode, permutation);
1058 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1059 vertstrings_count += shaderstaticparms_count;
1060 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1061 geomstrings_count += shaderstaticparms_count;
1062 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1063 fragstrings_count += shaderstaticparms_count;
1065 // now append the shader text itself
1066 vertstrings_list[vertstrings_count++] = vertexstring;
1067 geomstrings_list[geomstrings_count++] = geometrystring;
1068 fragstrings_list[fragstrings_count++] = fragmentstring;
1070 // if any sources were NULL, clear the respective list
1072 vertstrings_count = 0;
1073 if (!geometrystring)
1074 geomstrings_count = 0;
1075 if (!fragmentstring)
1076 fragstrings_count = 0;
1078 // compile the shader program
1079 if (vertstrings_count + geomstrings_count + fragstrings_count)
1080 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1084 qglUseProgram(p->program);CHECKGLERROR
1085 // look up all the uniform variable names we care about, so we don't
1086 // have to look them up every time we set them
1088 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1089 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1090 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1091 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1092 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1093 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1094 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1095 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1096 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1097 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1098 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1099 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1100 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1101 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1102 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1103 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1104 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1105 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1106 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1107 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1108 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1109 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1110 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1111 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1112 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1113 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1114 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1115 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1116 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1117 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1118 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1119 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1120 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1121 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1122 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1123 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1124 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1125 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1126 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1127 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1128 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1129 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1130 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1131 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1132 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1133 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1134 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1135 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1136 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1137 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1138 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1139 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1140 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1141 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1142 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1143 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1144 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1145 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1146 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1147 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1148 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1149 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1150 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1151 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1152 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1153 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1154 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1155 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1156 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1157 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1158 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1159 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1160 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1161 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1162 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1163 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1164 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1165 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1166 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1167 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1168 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1169 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1170 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1171 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1172 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1173 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1174 // initialize the samplers to refer to the texture units we use
1175 p->tex_Texture_First = -1;
1176 p->tex_Texture_Second = -1;
1177 p->tex_Texture_GammaRamps = -1;
1178 p->tex_Texture_Normal = -1;
1179 p->tex_Texture_Color = -1;
1180 p->tex_Texture_Gloss = -1;
1181 p->tex_Texture_Glow = -1;
1182 p->tex_Texture_SecondaryNormal = -1;
1183 p->tex_Texture_SecondaryColor = -1;
1184 p->tex_Texture_SecondaryGloss = -1;
1185 p->tex_Texture_SecondaryGlow = -1;
1186 p->tex_Texture_Pants = -1;
1187 p->tex_Texture_Shirt = -1;
1188 p->tex_Texture_FogHeightTexture = -1;
1189 p->tex_Texture_FogMask = -1;
1190 p->tex_Texture_Lightmap = -1;
1191 p->tex_Texture_Deluxemap = -1;
1192 p->tex_Texture_Attenuation = -1;
1193 p->tex_Texture_Cube = -1;
1194 p->tex_Texture_Refraction = -1;
1195 p->tex_Texture_Reflection = -1;
1196 p->tex_Texture_ShadowMap2D = -1;
1197 p->tex_Texture_CubeProjection = -1;
1198 p->tex_Texture_ScreenNormalMap = -1;
1199 p->tex_Texture_ScreenDiffuse = -1;
1200 p->tex_Texture_ScreenSpecular = -1;
1201 p->tex_Texture_ReflectMask = -1;
1202 p->tex_Texture_ReflectCube = -1;
1203 p->tex_Texture_BounceGrid = -1;
1205 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1206 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1207 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1208 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1209 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1210 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1211 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1212 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1213 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1214 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1215 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1216 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1217 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1218 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1219 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1220 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1221 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1222 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1223 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1224 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1225 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1226 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1227 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1228 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1229 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1230 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1231 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1232 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1233 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1235 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1238 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1242 Mem_Free(vertexstring);
1244 Mem_Free(geometrystring);
1246 Mem_Free(fragmentstring);
1249 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1251 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1252 if (r_glsl_permutation != perm)
1254 r_glsl_permutation = perm;
1255 if (!r_glsl_permutation->program)
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (!r_glsl_permutation->program)
1261 // remove features until we find a valid permutation
1263 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1265 // reduce i more quickly whenever it would not remove any bits
1266 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1267 if (!(permutation & j))
1270 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1271 if (!r_glsl_permutation->compiled)
1272 R_GLSL_CompilePermutation(perm, mode, permutation);
1273 if (r_glsl_permutation->program)
1276 if (i >= SHADERPERMUTATION_COUNT)
1278 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1279 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1280 qglUseProgram(0);CHECKGLERROR
1281 return; // no bit left to clear, entire mode is broken
1286 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1288 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1289 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1290 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1297 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1298 extern D3DCAPS9 vid_d3d9caps;
1301 struct r_hlsl_permutation_s;
1302 typedef struct r_hlsl_permutation_s
1304 /// hash lookup data
1305 struct r_hlsl_permutation_s *hashnext;
1307 unsigned int permutation;
1309 /// indicates if we have tried compiling this permutation already
1311 /// NULL if compilation failed
1312 IDirect3DVertexShader9 *vertexshader;
1313 IDirect3DPixelShader9 *pixelshader;
1315 r_hlsl_permutation_t;
1317 typedef enum D3DVSREGISTER_e
1319 D3DVSREGISTER_TexMatrix = 0, // float4x4
1320 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1321 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1322 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1323 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1324 D3DVSREGISTER_ModelToLight = 20, // float4x4
1325 D3DVSREGISTER_EyePosition = 24,
1326 D3DVSREGISTER_FogPlane = 25,
1327 D3DVSREGISTER_LightDir = 26,
1328 D3DVSREGISTER_LightPosition = 27,
1332 typedef enum D3DPSREGISTER_e
1334 D3DPSREGISTER_Alpha = 0,
1335 D3DPSREGISTER_BloomBlur_Parameters = 1,
1336 D3DPSREGISTER_ClientTime = 2,
1337 D3DPSREGISTER_Color_Ambient = 3,
1338 D3DPSREGISTER_Color_Diffuse = 4,
1339 D3DPSREGISTER_Color_Specular = 5,
1340 D3DPSREGISTER_Color_Glow = 6,
1341 D3DPSREGISTER_Color_Pants = 7,
1342 D3DPSREGISTER_Color_Shirt = 8,
1343 D3DPSREGISTER_DeferredColor_Ambient = 9,
1344 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1345 D3DPSREGISTER_DeferredColor_Specular = 11,
1346 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1347 D3DPSREGISTER_DeferredMod_Specular = 13,
1348 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1349 D3DPSREGISTER_EyePosition = 15, // unused
1350 D3DPSREGISTER_FogColor = 16,
1351 D3DPSREGISTER_FogHeightFade = 17,
1352 D3DPSREGISTER_FogPlane = 18,
1353 D3DPSREGISTER_FogPlaneViewDist = 19,
1354 D3DPSREGISTER_FogRangeRecip = 20,
1355 D3DPSREGISTER_LightColor = 21,
1356 D3DPSREGISTER_LightDir = 22, // unused
1357 D3DPSREGISTER_LightPosition = 23,
1358 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1359 D3DPSREGISTER_PixelSize = 25,
1360 D3DPSREGISTER_ReflectColor = 26,
1361 D3DPSREGISTER_ReflectFactor = 27,
1362 D3DPSREGISTER_ReflectOffset = 28,
1363 D3DPSREGISTER_RefractColor = 29,
1364 D3DPSREGISTER_Saturation = 30,
1365 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1366 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1367 D3DPSREGISTER_ScreenToDepth = 33,
1368 D3DPSREGISTER_ShadowMap_Parameters = 34,
1369 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1370 D3DPSREGISTER_SpecularPower = 36,
1371 D3DPSREGISTER_UserVec1 = 37,
1372 D3DPSREGISTER_UserVec2 = 38,
1373 D3DPSREGISTER_UserVec3 = 39,
1374 D3DPSREGISTER_UserVec4 = 40,
1375 D3DPSREGISTER_ViewTintColor = 41,
1376 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1377 D3DPSREGISTER_BloomColorSubtract = 43,
1378 D3DPSREGISTER_ViewToLight = 44, // float4x4
1379 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1380 D3DPSREGISTER_NormalmapScrollBlend = 52,
1381 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1382 D3DPSREGISTER_OffsetMapping_Bias = 54,
1387 /// information about each possible shader permutation
1388 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1389 /// currently selected permutation
1390 r_hlsl_permutation_t *r_hlsl_permutation;
1391 /// storage for permutations linked in the hash table
1392 memexpandablearray_t r_hlsl_permutationarray;
1394 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1396 //unsigned int hashdepth = 0;
1397 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1398 r_hlsl_permutation_t *p;
1399 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1401 if (p->mode == mode && p->permutation == permutation)
1403 //if (hashdepth > 10)
1404 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1409 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1411 p->permutation = permutation;
1412 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1413 r_hlsl_permutationhash[mode][hashindex] = p;
1414 //if (hashdepth > 10)
1415 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1419 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1422 if (!filename || !filename[0])
1424 if (!strcmp(filename, "hlsl/default.hlsl"))
1426 if (!hlslshaderstring)
1428 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1429 if (hlslshaderstring)
1430 Con_DPrintf("Loading shaders from file %s...\n", filename);
1432 hlslshaderstring = (char *)builtinhlslshaderstring;
1434 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1435 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1436 return shaderstring;
1438 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1441 if (printfromdisknotice)
1442 Con_DPrintf("from disk %s... ", filename);
1443 return shaderstring;
1445 return shaderstring;
1449 //#include <d3dx9shader.h>
1450 //#include <d3dx9mesh.h>
1452 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1454 DWORD *vsbin = NULL;
1455 DWORD *psbin = NULL;
1456 fs_offset_t vsbinsize;
1457 fs_offset_t psbinsize;
1458 // IDirect3DVertexShader9 *vs = NULL;
1459 // IDirect3DPixelShader9 *ps = NULL;
1460 ID3DXBuffer *vslog = NULL;
1461 ID3DXBuffer *vsbuffer = NULL;
1462 ID3DXConstantTable *vsconstanttable = NULL;
1463 ID3DXBuffer *pslog = NULL;
1464 ID3DXBuffer *psbuffer = NULL;
1465 ID3DXConstantTable *psconstanttable = NULL;
1468 char temp[MAX_INPUTLINE];
1469 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1471 qboolean debugshader = gl_paranoid.integer != 0;
1472 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1473 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1476 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1477 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1479 if ((!vsbin && vertstring) || (!psbin && fragstring))
1481 const char* dllnames_d3dx9 [] =
1505 dllhandle_t d3dx9_dll = NULL;
1506 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1507 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1508 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1509 dllfunction_t d3dx9_dllfuncs[] =
1511 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1512 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1513 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1516 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1518 DWORD shaderflags = 0;
1520 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1521 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1522 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1523 if (vertstring && vertstring[0])
1527 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1528 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1529 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1530 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1533 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1536 vsbinsize = vsbuffer->GetBufferSize();
1537 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1538 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1539 vsbuffer->Release();
1543 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1544 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1548 if (fragstring && fragstring[0])
1552 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1553 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1554 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1555 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1558 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1561 psbinsize = psbuffer->GetBufferSize();
1562 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1563 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1564 psbuffer->Release();
1568 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1569 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1573 Sys_UnloadLibrary(&d3dx9_dll);
1576 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1580 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1581 if (FAILED(vsresult))
1582 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1583 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1584 if (FAILED(psresult))
1585 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1587 // free the shader data
1588 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1589 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1592 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1595 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1596 int vertstring_length = 0;
1597 int geomstring_length = 0;
1598 int fragstring_length = 0;
1600 char *vertexstring, *geometrystring, *fragmentstring;
1601 char *vertstring, *geomstring, *fragstring;
1602 char permutationname[256];
1603 char cachename[256];
1604 int vertstrings_count = 0;
1605 int geomstrings_count = 0;
1606 int fragstrings_count = 0;
1607 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1608 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1609 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1614 p->vertexshader = NULL;
1615 p->pixelshader = NULL;
1617 permutationname[0] = 0;
1619 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1620 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1621 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1623 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1624 strlcat(cachename, "hlsl/", sizeof(cachename));
1626 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1627 vertstrings_count = 0;
1628 geomstrings_count = 0;
1629 fragstrings_count = 0;
1630 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1631 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1632 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1634 // the first pretext is which type of shader to compile as
1635 // (later these will all be bound together as a program object)
1636 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1637 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1638 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1640 // the second pretext is the mode (for example a light source)
1641 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1642 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1643 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1644 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1645 strlcat(cachename, modeinfo->name, sizeof(cachename));
1647 // now add all the permutation pretexts
1648 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1650 if (permutation & (1<<i))
1652 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1653 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1654 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1655 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1656 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1660 // keep line numbers correct
1661 vertstrings_list[vertstrings_count++] = "\n";
1662 geomstrings_list[geomstrings_count++] = "\n";
1663 fragstrings_list[fragstrings_count++] = "\n";
1668 R_CompileShader_AddStaticParms(mode, permutation);
1669 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1670 vertstrings_count += shaderstaticparms_count;
1671 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1672 geomstrings_count += shaderstaticparms_count;
1673 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1674 fragstrings_count += shaderstaticparms_count;
1676 // replace spaces in the cachename with _ characters
1677 for (i = 0;cachename[i];i++)
1678 if (cachename[i] == ' ')
1681 // now append the shader text itself
1682 vertstrings_list[vertstrings_count++] = vertexstring;
1683 geomstrings_list[geomstrings_count++] = geometrystring;
1684 fragstrings_list[fragstrings_count++] = fragmentstring;
1686 // if any sources were NULL, clear the respective list
1688 vertstrings_count = 0;
1689 if (!geometrystring)
1690 geomstrings_count = 0;
1691 if (!fragmentstring)
1692 fragstrings_count = 0;
1694 vertstring_length = 0;
1695 for (i = 0;i < vertstrings_count;i++)
1696 vertstring_length += strlen(vertstrings_list[i]);
1697 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1698 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1699 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1701 geomstring_length = 0;
1702 for (i = 0;i < geomstrings_count;i++)
1703 geomstring_length += strlen(geomstrings_list[i]);
1704 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1705 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1706 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1708 fragstring_length = 0;
1709 for (i = 0;i < fragstrings_count;i++)
1710 fragstring_length += strlen(fragstrings_list[i]);
1711 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1712 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1713 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1715 // try to load the cached shader, or generate one
1716 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1718 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1719 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1721 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1725 Mem_Free(vertstring);
1727 Mem_Free(geomstring);
1729 Mem_Free(fragstring);
1731 Mem_Free(vertexstring);
1733 Mem_Free(geometrystring);
1735 Mem_Free(fragmentstring);
1738 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1739 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1740 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1741 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1742 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1743 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1745 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1746 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1747 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1748 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1749 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1750 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1752 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1754 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1755 if (r_hlsl_permutation != perm)
1757 r_hlsl_permutation = perm;
1758 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1760 if (!r_hlsl_permutation->compiled)
1761 R_HLSL_CompilePermutation(perm, mode, permutation);
1762 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1764 // remove features until we find a valid permutation
1766 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1768 // reduce i more quickly whenever it would not remove any bits
1769 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1770 if (!(permutation & j))
1773 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1774 if (!r_hlsl_permutation->compiled)
1775 R_HLSL_CompilePermutation(perm, mode, permutation);
1776 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1779 if (i >= SHADERPERMUTATION_COUNT)
1781 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1782 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1783 return; // no bit left to clear, entire mode is broken
1787 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1788 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1790 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1791 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1792 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1796 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1798 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1799 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1800 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1801 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1804 void R_GLSL_Restart_f(void)
1806 unsigned int i, limit;
1807 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1808 Mem_Free(glslshaderstring);
1809 glslshaderstring = NULL;
1810 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1811 Mem_Free(hlslshaderstring);
1812 hlslshaderstring = NULL;
1813 switch(vid.renderpath)
1815 case RENDERPATH_D3D9:
1818 r_hlsl_permutation_t *p;
1819 r_hlsl_permutation = NULL;
1820 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1821 for (i = 0;i < limit;i++)
1823 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1825 if (p->vertexshader)
1826 IDirect3DVertexShader9_Release(p->vertexshader);
1828 IDirect3DPixelShader9_Release(p->pixelshader);
1829 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1832 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1836 case RENDERPATH_D3D10:
1837 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1839 case RENDERPATH_D3D11:
1840 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1842 case RENDERPATH_GL20:
1843 case RENDERPATH_GLES2:
1845 r_glsl_permutation_t *p;
1846 r_glsl_permutation = NULL;
1847 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1848 for (i = 0;i < limit;i++)
1850 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1852 GL_Backend_FreeProgram(p->program);
1853 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1856 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1859 case RENDERPATH_GL11:
1860 case RENDERPATH_GL13:
1861 case RENDERPATH_GLES1:
1863 case RENDERPATH_SOFT:
1868 static void R_GLSL_DumpShader_f(void)
1873 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1876 FS_Print(file, "/* The engine may define the following macros:\n");
1877 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878 for (i = 0;i < SHADERMODE_COUNT;i++)
1879 FS_Print(file, glslshadermodeinfo[i].pretext);
1880 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881 FS_Print(file, shaderpermutationinfo[i].pretext);
1882 FS_Print(file, "*/\n");
1883 FS_Print(file, builtinshaderstring);
1885 Con_Printf("glsl/default.glsl written\n");
1888 Con_Printf("failed to write to glsl/default.glsl\n");
1890 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1893 FS_Print(file, "/* The engine may define the following macros:\n");
1894 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1895 for (i = 0;i < SHADERMODE_COUNT;i++)
1896 FS_Print(file, hlslshadermodeinfo[i].pretext);
1897 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1898 FS_Print(file, shaderpermutationinfo[i].pretext);
1899 FS_Print(file, "*/\n");
1900 FS_Print(file, builtinhlslshaderstring);
1902 Con_Printf("hlsl/default.hlsl written\n");
1905 Con_Printf("failed to write to hlsl/default.hlsl\n");
1908 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1910 unsigned int permutation = 0;
1911 if (r_trippy.integer && !notrippy)
1912 permutation |= SHADERPERMUTATION_TRIPPY;
1913 permutation |= SHADERPERMUTATION_VIEWTINT;
1915 permutation |= SHADERPERMUTATION_DIFFUSE;
1917 permutation |= SHADERPERMUTATION_SPECULAR;
1918 if (texturemode == GL_MODULATE)
1919 permutation |= SHADERPERMUTATION_COLORMAPPING;
1920 else if (texturemode == GL_ADD)
1921 permutation |= SHADERPERMUTATION_GLOW;
1922 else if (texturemode == GL_DECAL)
1923 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1924 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1925 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1926 if (suppresstexalpha)
1927 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1929 texturemode = GL_MODULATE;
1930 if (vid.allowalphatocoverage)
1931 GL_AlphaToCoverage(false);
1932 switch (vid.renderpath)
1934 case RENDERPATH_D3D9:
1936 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1937 R_Mesh_TexBind(GL20TU_FIRST , first );
1938 R_Mesh_TexBind(GL20TU_SECOND, second);
1939 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1940 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1943 case RENDERPATH_D3D10:
1944 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1946 case RENDERPATH_D3D11:
1947 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1949 case RENDERPATH_GL20:
1950 case RENDERPATH_GLES2:
1951 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1952 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1953 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1954 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1955 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1957 case RENDERPATH_GL13:
1958 case RENDERPATH_GLES1:
1959 R_Mesh_TexBind(0, first );
1960 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1961 R_Mesh_TexBind(1, second);
1963 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1965 case RENDERPATH_GL11:
1966 R_Mesh_TexBind(0, first );
1968 case RENDERPATH_SOFT:
1969 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1970 R_Mesh_TexBind(GL20TU_FIRST , first );
1971 R_Mesh_TexBind(GL20TU_SECOND, second);
1976 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1978 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1981 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1983 unsigned int permutation = 0;
1984 if (r_trippy.integer && !notrippy)
1985 permutation |= SHADERPERMUTATION_TRIPPY;
1987 permutation |= SHADERPERMUTATION_DEPTHRGB;
1988 if (vid.allowalphatocoverage)
1989 GL_AlphaToCoverage(false);
1990 switch (vid.renderpath)
1992 case RENDERPATH_D3D9:
1994 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1997 case RENDERPATH_D3D10:
1998 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2000 case RENDERPATH_D3D11:
2001 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2003 case RENDERPATH_GL20:
2004 case RENDERPATH_GLES2:
2005 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2007 case RENDERPATH_GL13:
2008 case RENDERPATH_GLES1:
2009 R_Mesh_TexBind(0, 0);
2010 R_Mesh_TexBind(1, 0);
2012 case RENDERPATH_GL11:
2013 R_Mesh_TexBind(0, 0);
2015 case RENDERPATH_SOFT:
2016 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2021 void R_SetupShader_ShowDepth(qboolean notrippy)
2023 int permutation = 0;
2024 if (r_trippy.integer && !notrippy)
2025 permutation |= SHADERPERMUTATION_TRIPPY;
2026 if (vid.allowalphatocoverage)
2027 GL_AlphaToCoverage(false);
2028 switch (vid.renderpath)
2030 case RENDERPATH_D3D9:
2032 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2035 case RENDERPATH_D3D10:
2036 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2038 case RENDERPATH_D3D11:
2039 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2041 case RENDERPATH_GL20:
2042 case RENDERPATH_GLES2:
2043 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2045 case RENDERPATH_GL13:
2046 case RENDERPATH_GLES1:
2048 case RENDERPATH_GL11:
2050 case RENDERPATH_SOFT:
2051 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2056 extern qboolean r_shadow_usingdeferredprepass;
2057 extern rtexture_t *r_shadow_attenuationgradienttexture;
2058 extern rtexture_t *r_shadow_attenuation2dtexture;
2059 extern rtexture_t *r_shadow_attenuation3dtexture;
2060 extern qboolean r_shadow_usingshadowmap2d;
2061 extern qboolean r_shadow_usingshadowmaportho;
2062 extern float r_shadow_shadowmap_texturescale[2];
2063 extern float r_shadow_shadowmap_parameters[4];
2064 extern qboolean r_shadow_shadowmapvsdct;
2065 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2066 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2067 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2068 extern matrix4x4_t r_shadow_shadowmapmatrix;
2069 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2070 extern int r_shadow_prepass_width;
2071 extern int r_shadow_prepass_height;
2072 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2073 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2074 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2075 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2077 #define BLENDFUNC_ALLOWS_COLORMOD 1
2078 #define BLENDFUNC_ALLOWS_FOG 2
2079 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2080 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2081 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2082 static int R_BlendFuncFlags(int src, int dst)
2086 // a blendfunc allows colormod if:
2087 // a) it can never keep the destination pixel invariant, or
2088 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2089 // this is to prevent unintended side effects from colormod
2091 // a blendfunc allows fog if:
2092 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2093 // this is to prevent unintended side effects from fog
2095 // these checks are the output of fogeval.pl
2097 r |= BLENDFUNC_ALLOWS_COLORMOD;
2098 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2104 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2105 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2107 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2108 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2109 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2112 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2113 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2116 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2117 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2123 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2125 // select a permutation of the lighting shader appropriate to this
2126 // combination of texture, entity, light source, and fogging, only use the
2127 // minimum features necessary to avoid wasting rendering time in the
2128 // fragment shader on features that are not being used
2129 unsigned int permutation = 0;
2130 unsigned int mode = 0;
2132 static float dummy_colormod[3] = {1, 1, 1};
2133 float *colormod = rsurface.colormod;
2135 matrix4x4_t tempmatrix;
2136 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2137 if (r_trippy.integer && !notrippy)
2138 permutation |= SHADERPERMUTATION_TRIPPY;
2139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2140 permutation |= SHADERPERMUTATION_ALPHAKILL;
2141 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2142 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2143 if (rsurfacepass == RSURFPASS_BACKGROUND)
2145 // distorted background
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2148 mode = SHADERMODE_WATER;
2149 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2151 // this is the right thing to do for wateralpha
2152 GL_BlendFunc(GL_ONE, GL_ZERO);
2153 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2157 // this is the right thing to do for entity alpha
2158 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2159 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2162 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2164 mode = SHADERMODE_REFRACTION;
2165 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2166 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2170 mode = SHADERMODE_GENERIC;
2171 permutation |= SHADERPERMUTATION_DIFFUSE;
2172 GL_BlendFunc(GL_ONE, GL_ZERO);
2173 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2175 if (vid.allowalphatocoverage)
2176 GL_AlphaToCoverage(false);
2178 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2180 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2182 switch(rsurface.texture->offsetmapping)
2184 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2185 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2186 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2187 case OFFSETMAPPING_OFF: break;
2190 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2191 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2192 // normalmap (deferred prepass), may use alpha test on diffuse
2193 mode = SHADERMODE_DEFERREDGEOMETRY;
2194 GL_BlendFunc(GL_ONE, GL_ZERO);
2195 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2196 if (vid.allowalphatocoverage)
2197 GL_AlphaToCoverage(false);
2199 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2201 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2203 switch(rsurface.texture->offsetmapping)
2205 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2206 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2207 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2208 case OFFSETMAPPING_OFF: break;
2211 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2212 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2213 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2214 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2216 mode = SHADERMODE_LIGHTSOURCE;
2217 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2218 permutation |= SHADERPERMUTATION_CUBEFILTER;
2219 if (diffusescale > 0)
2220 permutation |= SHADERPERMUTATION_DIFFUSE;
2221 if (specularscale > 0)
2222 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2223 if (r_refdef.fogenabled)
2224 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2225 if (rsurface.texture->colormapping)
2226 permutation |= SHADERPERMUTATION_COLORMAPPING;
2227 if (r_shadow_usingshadowmap2d)
2229 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2230 if(r_shadow_shadowmapvsdct)
2231 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2233 if (r_shadow_shadowmap2ddepthbuffer)
2234 permutation |= SHADERPERMUTATION_DEPTHRGB;
2236 if (rsurface.texture->reflectmasktexture)
2237 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2238 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2239 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2240 if (vid.allowalphatocoverage)
2241 GL_AlphaToCoverage(false);
2243 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2245 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2247 switch(rsurface.texture->offsetmapping)
2249 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2250 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2251 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2252 case OFFSETMAPPING_OFF: break;
2255 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2256 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2257 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2258 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2259 // unshaded geometry (fullbright or ambient model lighting)
2260 mode = SHADERMODE_FLATCOLOR;
2261 ambientscale = diffusescale = specularscale = 0;
2262 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2263 permutation |= SHADERPERMUTATION_GLOW;
2264 if (r_refdef.fogenabled)
2265 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2266 if (rsurface.texture->colormapping)
2267 permutation |= SHADERPERMUTATION_COLORMAPPING;
2268 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2270 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2271 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2273 if (r_shadow_shadowmap2ddepthbuffer)
2274 permutation |= SHADERPERMUTATION_DEPTHRGB;
2276 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2277 permutation |= SHADERPERMUTATION_REFLECTION;
2278 if (rsurface.texture->reflectmasktexture)
2279 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2280 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2281 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2282 // when using alphatocoverage, we don't need alphakill
2283 if (vid.allowalphatocoverage)
2285 if (r_transparent_alphatocoverage.integer)
2287 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2288 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2291 GL_AlphaToCoverage(false);
2294 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2296 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2298 switch(rsurface.texture->offsetmapping)
2300 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2301 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2302 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2303 case OFFSETMAPPING_OFF: break;
2306 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2307 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2308 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2309 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2310 // directional model lighting
2311 mode = SHADERMODE_LIGHTDIRECTION;
2312 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2313 permutation |= SHADERPERMUTATION_GLOW;
2314 permutation |= SHADERPERMUTATION_DIFFUSE;
2315 if (specularscale > 0)
2316 permutation |= SHADERPERMUTATION_SPECULAR;
2317 if (r_refdef.fogenabled)
2318 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2319 if (rsurface.texture->colormapping)
2320 permutation |= SHADERPERMUTATION_COLORMAPPING;
2321 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2323 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2324 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2326 if (r_shadow_shadowmap2ddepthbuffer)
2327 permutation |= SHADERPERMUTATION_DEPTHRGB;
2329 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2330 permutation |= SHADERPERMUTATION_REFLECTION;
2331 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2332 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2333 if (rsurface.texture->reflectmasktexture)
2334 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2335 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2337 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2338 if (r_shadow_bouncegriddirectional)
2339 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2341 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2342 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2343 // when using alphatocoverage, we don't need alphakill
2344 if (vid.allowalphatocoverage)
2346 if (r_transparent_alphatocoverage.integer)
2348 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2349 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2352 GL_AlphaToCoverage(false);
2355 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2357 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2359 switch(rsurface.texture->offsetmapping)
2361 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2362 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2363 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2364 case OFFSETMAPPING_OFF: break;
2367 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2368 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2369 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2370 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2371 // ambient model lighting
2372 mode = SHADERMODE_LIGHTDIRECTION;
2373 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2374 permutation |= SHADERPERMUTATION_GLOW;
2375 if (r_refdef.fogenabled)
2376 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2377 if (rsurface.texture->colormapping)
2378 permutation |= SHADERPERMUTATION_COLORMAPPING;
2379 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2381 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2382 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2384 if (r_shadow_shadowmap2ddepthbuffer)
2385 permutation |= SHADERPERMUTATION_DEPTHRGB;
2387 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2388 permutation |= SHADERPERMUTATION_REFLECTION;
2389 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2390 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2391 if (rsurface.texture->reflectmasktexture)
2392 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2393 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2395 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2396 if (r_shadow_bouncegriddirectional)
2397 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2399 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2400 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2401 // when using alphatocoverage, we don't need alphakill
2402 if (vid.allowalphatocoverage)
2404 if (r_transparent_alphatocoverage.integer)
2406 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2407 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2410 GL_AlphaToCoverage(false);
2415 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2417 switch(rsurface.texture->offsetmapping)
2419 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2420 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2421 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2422 case OFFSETMAPPING_OFF: break;
2425 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2426 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2427 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2428 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2430 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2431 permutation |= SHADERPERMUTATION_GLOW;
2432 if (r_refdef.fogenabled)
2433 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2434 if (rsurface.texture->colormapping)
2435 permutation |= SHADERPERMUTATION_COLORMAPPING;
2436 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2438 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2439 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2441 if (r_shadow_shadowmap2ddepthbuffer)
2442 permutation |= SHADERPERMUTATION_DEPTHRGB;
2444 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2445 permutation |= SHADERPERMUTATION_REFLECTION;
2446 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2447 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2448 if (rsurface.texture->reflectmasktexture)
2449 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2450 if (FAKELIGHT_ENABLED)
2452 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2453 mode = SHADERMODE_FAKELIGHT;
2454 permutation |= SHADERPERMUTATION_DIFFUSE;
2455 if (specularscale > 0)
2456 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2458 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2460 // deluxemapping (light direction texture)
2461 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2462 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2464 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2465 permutation |= SHADERPERMUTATION_DIFFUSE;
2466 if (specularscale > 0)
2467 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2469 else if (r_glsl_deluxemapping.integer >= 2)
2471 // fake deluxemapping (uniform light direction in tangentspace)
2472 if (rsurface.uselightmaptexture)
2473 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2475 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2476 permutation |= SHADERPERMUTATION_DIFFUSE;
2477 if (specularscale > 0)
2478 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2480 else if (rsurface.uselightmaptexture)
2482 // ordinary lightmapping (q1bsp, q3bsp)
2483 mode = SHADERMODE_LIGHTMAP;
2487 // ordinary vertex coloring (q3bsp)
2488 mode = SHADERMODE_VERTEXCOLOR;
2490 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2492 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2493 if (r_shadow_bouncegriddirectional)
2494 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2496 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2497 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2498 // when using alphatocoverage, we don't need alphakill
2499 if (vid.allowalphatocoverage)
2501 if (r_transparent_alphatocoverage.integer)
2503 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2504 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2507 GL_AlphaToCoverage(false);
2510 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2511 colormod = dummy_colormod;
2512 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2513 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2514 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2515 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2516 switch(vid.renderpath)
2518 case RENDERPATH_D3D9:
2520 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2521 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2522 R_SetupShader_SetPermutationHLSL(mode, permutation);
2523 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2524 if (mode == SHADERMODE_LIGHTSOURCE)
2526 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2527 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2531 if (mode == SHADERMODE_LIGHTDIRECTION)
2533 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2536 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2537 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2538 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2539 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2540 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2542 if (mode == SHADERMODE_LIGHTSOURCE)
2544 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2545 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2546 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2547 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2548 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2550 // additive passes are only darkened by fog, not tinted
2551 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2552 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2556 if (mode == SHADERMODE_FLATCOLOR)
2558 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2560 else if (mode == SHADERMODE_LIGHTDIRECTION)
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2564 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2565 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2566 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2567 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2568 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2572 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2573 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2574 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2575 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2576 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2578 // additive passes are only darkened by fog, not tinted
2579 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2580 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2582 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2584 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2585 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2586 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2587 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2588 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2589 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2590 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2591 if (mode == SHADERMODE_WATER)
2592 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2594 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2595 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2596 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2597 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2598 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2599 if (rsurface.texture->pantstexture)
2600 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2602 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2603 if (rsurface.texture->shirttexture)
2604 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2606 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2607 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2608 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2609 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2610 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2611 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2612 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2613 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2614 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2615 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2617 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2618 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2619 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2620 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2622 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2623 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2624 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2625 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2626 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2627 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2628 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2629 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2630 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2631 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2632 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2633 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2634 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2635 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2636 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2637 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2638 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2639 if (rsurfacepass == RSURFPASS_BACKGROUND)
2641 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2642 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2643 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2647 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2649 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2650 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2651 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2652 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2654 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2655 if (rsurface.rtlight)
2657 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2658 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2663 case RENDERPATH_D3D10:
2664 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2666 case RENDERPATH_D3D11:
2667 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2669 case RENDERPATH_GL20:
2670 case RENDERPATH_GLES2:
2671 if (!vid.useinterleavedarrays)
2673 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2674 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2675 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2676 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2677 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2678 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2679 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2680 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2684 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2685 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2687 R_SetupShader_SetPermutationGLSL(mode, permutation);
2688 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2689 if (mode == SHADERMODE_LIGHTSOURCE)
2691 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2692 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2693 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2694 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2695 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2696 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2698 // additive passes are only darkened by fog, not tinted
2699 if (r_glsl_permutation->loc_FogColor >= 0)
2700 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2701 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2705 if (mode == SHADERMODE_FLATCOLOR)
2707 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2709 else if (mode == SHADERMODE_LIGHTDIRECTION)
2711 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2712 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2713 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2714 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2715 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2716 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2717 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2721 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2722 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2723 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2724 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2725 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2727 // additive passes are only darkened by fog, not tinted
2728 if (r_glsl_permutation->loc_FogColor >= 0)
2730 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2731 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2733 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2735 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2736 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]);
2737 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]);
2738 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2739 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2740 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2741 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2742 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2743 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2745 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2746 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2747 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2748 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2749 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2751 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2752 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2753 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2754 if (r_glsl_permutation->loc_Color_Pants >= 0)
2756 if (rsurface.texture->pantstexture)
2757 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2759 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2761 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2763 if (rsurface.texture->shirttexture)
2764 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2766 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2768 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]);
2769 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2770 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2771 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2772 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2773 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2774 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2775 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2776 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2778 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);
2779 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2780 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]);
2781 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2782 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2783 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2785 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2786 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2787 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2788 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2789 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2790 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2791 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2792 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2793 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2794 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2795 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2796 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2797 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2798 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2799 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2800 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2801 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2802 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2803 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2804 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2805 if (rsurfacepass == RSURFPASS_BACKGROUND)
2807 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2808 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2809 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2813 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2815 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2816 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2817 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2818 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2820 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2821 if (rsurface.rtlight)
2823 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2824 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2827 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2830 case RENDERPATH_GL11:
2831 case RENDERPATH_GL13:
2832 case RENDERPATH_GLES1:
2834 case RENDERPATH_SOFT:
2835 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2836 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2837 R_SetupShader_SetPermutationSoft(mode, permutation);
2838 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2839 if (mode == SHADERMODE_LIGHTSOURCE)
2841 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2844 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2848 // additive passes are only darkened by fog, not tinted
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2850 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2854 if (mode == SHADERMODE_FLATCOLOR)
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2858 else if (mode == SHADERMODE_LIGHTDIRECTION)
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2876 // additive passes are only darkened by fog, not tinted
2877 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2881 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2882 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2883 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2884 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2885 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2886 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2887 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2888 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2889 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2891 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2892 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2893 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2894 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2895 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2898 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2900 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2902 if (rsurface.texture->pantstexture)
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2905 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2907 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2909 if (rsurface.texture->shirttexture)
2910 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2912 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2914 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2915 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2916 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2918 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2919 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2920 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2921 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2922 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2924 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2925 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2926 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2927 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2929 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2930 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2931 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2932 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2933 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2934 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2935 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2936 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2937 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2938 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2939 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2940 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2941 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2942 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2943 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2944 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2945 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2946 if (rsurfacepass == RSURFPASS_BACKGROUND)
2948 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2949 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2950 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2954 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2956 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2957 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2958 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2959 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2961 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2962 if (rsurface.rtlight)
2964 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2965 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2972 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2974 // select a permutation of the lighting shader appropriate to this
2975 // combination of texture, entity, light source, and fogging, only use the
2976 // minimum features necessary to avoid wasting rendering time in the
2977 // fragment shader on features that are not being used
2978 unsigned int permutation = 0;
2979 unsigned int mode = 0;
2980 const float *lightcolorbase = rtlight->currentcolor;
2981 float ambientscale = rtlight->ambientscale;
2982 float diffusescale = rtlight->diffusescale;
2983 float specularscale = rtlight->specularscale;
2984 // this is the location of the light in view space
2985 vec3_t viewlightorigin;
2986 // this transforms from view space (camera) to light space (cubemap)
2987 matrix4x4_t viewtolight;
2988 matrix4x4_t lighttoview;
2989 float viewtolight16f[16];
2991 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2992 if (rtlight->currentcubemap != r_texture_whitecube)
2993 permutation |= SHADERPERMUTATION_CUBEFILTER;
2994 if (diffusescale > 0)
2995 permutation |= SHADERPERMUTATION_DIFFUSE;
2996 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2997 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2998 if (r_shadow_usingshadowmap2d)
3000 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3001 if (r_shadow_shadowmapvsdct)
3002 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3004 if (r_shadow_shadowmap2ddepthbuffer)
3005 permutation |= SHADERPERMUTATION_DEPTHRGB;
3007 if (vid.allowalphatocoverage)
3008 GL_AlphaToCoverage(false);
3009 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3010 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3011 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3012 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3013 switch(vid.renderpath)
3015 case RENDERPATH_D3D9:
3017 R_SetupShader_SetPermutationHLSL(mode, permutation);
3018 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3019 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3020 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3021 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3022 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3023 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3024 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3025 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3026 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3027 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3029 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3030 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3031 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3032 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3033 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3036 case RENDERPATH_D3D10:
3037 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3039 case RENDERPATH_D3D11:
3040 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3042 case RENDERPATH_GL20:
3043 case RENDERPATH_GLES2:
3044 R_SetupShader_SetPermutationGLSL(mode, permutation);
3045 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3046 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3047 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3048 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3049 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3050 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3051 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3052 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);
3053 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]);
3054 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3056 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3057 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3058 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3059 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3060 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3062 case RENDERPATH_GL11:
3063 case RENDERPATH_GL13:
3064 case RENDERPATH_GLES1:
3066 case RENDERPATH_SOFT:
3067 R_SetupShader_SetPermutationGLSL(mode, permutation);
3068 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3069 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3070 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3071 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3072 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3073 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3074 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3075 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3076 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3077 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3079 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3080 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3081 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3082 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3083 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3088 #define SKINFRAME_HASH 1024
3092 int loadsequence; // incremented each level change
3093 memexpandablearray_t array;
3094 skinframe_t *hash[SKINFRAME_HASH];
3097 r_skinframe_t r_skinframe;
3099 void R_SkinFrame_PrepareForPurge(void)
3101 r_skinframe.loadsequence++;
3102 // wrap it without hitting zero
3103 if (r_skinframe.loadsequence >= 200)
3104 r_skinframe.loadsequence = 1;
3107 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3111 // mark the skinframe as used for the purging code
3112 skinframe->loadsequence = r_skinframe.loadsequence;
3115 void R_SkinFrame_Purge(void)
3119 for (i = 0;i < SKINFRAME_HASH;i++)
3121 for (s = r_skinframe.hash[i];s;s = s->next)
3123 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3125 if (s->merged == s->base)
3127 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3128 R_PurgeTexture(s->stain );s->stain = NULL;
3129 R_PurgeTexture(s->merged);s->merged = NULL;
3130 R_PurgeTexture(s->base );s->base = NULL;
3131 R_PurgeTexture(s->pants );s->pants = NULL;
3132 R_PurgeTexture(s->shirt );s->shirt = NULL;
3133 R_PurgeTexture(s->nmap );s->nmap = NULL;
3134 R_PurgeTexture(s->gloss );s->gloss = NULL;
3135 R_PurgeTexture(s->glow );s->glow = NULL;
3136 R_PurgeTexture(s->fog );s->fog = NULL;
3137 R_PurgeTexture(s->reflect);s->reflect = NULL;
3138 s->loadsequence = 0;
3144 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3146 char basename[MAX_QPATH];
3148 Image_StripImageExtension(name, basename, sizeof(basename));
3150 if( last == NULL ) {
3152 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3153 item = r_skinframe.hash[hashindex];
3158 // linearly search through the hash bucket
3159 for( ; item ; item = item->next ) {
3160 if( !strcmp( item->basename, basename ) ) {
3167 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3171 char basename[MAX_QPATH];
3173 Image_StripImageExtension(name, basename, sizeof(basename));
3175 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3176 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3177 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3181 rtexture_t *dyntexture;
3182 // check whether its a dynamic texture
3183 dyntexture = CL_GetDynTexture( basename );
3184 if (!add && !dyntexture)
3186 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3187 memset(item, 0, sizeof(*item));
3188 strlcpy(item->basename, basename, sizeof(item->basename));
3189 item->base = dyntexture; // either NULL or dyntexture handle
3190 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3191 item->comparewidth = comparewidth;
3192 item->compareheight = compareheight;
3193 item->comparecrc = comparecrc;
3194 item->next = r_skinframe.hash[hashindex];
3195 r_skinframe.hash[hashindex] = item;
3197 else if (textureflags & TEXF_FORCE_RELOAD)
3199 rtexture_t *dyntexture;
3200 // check whether its a dynamic texture
3201 dyntexture = CL_GetDynTexture( basename );
3202 if (!add && !dyntexture)
3204 if (item->merged == item->base)
3205 item->merged = NULL;
3206 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3207 R_PurgeTexture(item->stain );item->stain = NULL;
3208 R_PurgeTexture(item->merged);item->merged = NULL;
3209 R_PurgeTexture(item->base );item->base = NULL;
3210 R_PurgeTexture(item->pants );item->pants = NULL;
3211 R_PurgeTexture(item->shirt );item->shirt = NULL;
3212 R_PurgeTexture(item->nmap );item->nmap = NULL;
3213 R_PurgeTexture(item->gloss );item->gloss = NULL;
3214 R_PurgeTexture(item->glow );item->glow = NULL;
3215 R_PurgeTexture(item->fog );item->fog = NULL;
3216 R_PurgeTexture(item->reflect);item->reflect = NULL;
3217 item->loadsequence = 0;
3219 else if( item->base == NULL )
3221 rtexture_t *dyntexture;
3222 // check whether its a dynamic texture
3223 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3224 dyntexture = CL_GetDynTexture( basename );
3225 item->base = dyntexture; // either NULL or dyntexture handle
3228 R_SkinFrame_MarkUsed(item);
3232 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3234 unsigned long long avgcolor[5], wsum; \
3242 for(pix = 0; pix < cnt; ++pix) \
3245 for(comp = 0; comp < 3; ++comp) \
3247 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3250 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3252 for(comp = 0; comp < 3; ++comp) \
3253 avgcolor[comp] += getpixel * w; \
3256 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3257 avgcolor[4] += getpixel; \
3259 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3261 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3262 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3263 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3264 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3267 extern cvar_t gl_picmip;
3268 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3271 unsigned char *pixels;
3272 unsigned char *bumppixels;
3273 unsigned char *basepixels = NULL;
3274 int basepixels_width = 0;
3275 int basepixels_height = 0;
3276 skinframe_t *skinframe;
3277 rtexture_t *ddsbase = NULL;
3278 qboolean ddshasalpha = false;
3279 float ddsavgcolor[4];
3280 char basename[MAX_QPATH];
3281 int miplevel = R_PicmipForFlags(textureflags);
3282 int savemiplevel = miplevel;
3286 if (cls.state == ca_dedicated)
3289 // return an existing skinframe if already loaded
3290 // if loading of the first image fails, don't make a new skinframe as it
3291 // would cause all future lookups of this to be missing
3292 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3293 if (skinframe && skinframe->base)
3296 Image_StripImageExtension(name, basename, sizeof(basename));
3298 // check for DDS texture file first
3299 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3301 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3302 if (basepixels == NULL)
3306 // FIXME handle miplevel
3308 if (developer_loading.integer)
3309 Con_Printf("loading skin \"%s\"\n", name);
3311 // we've got some pixels to store, so really allocate this new texture now
3313 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3314 textureflags &= ~TEXF_FORCE_RELOAD;
3315 skinframe->stain = NULL;
3316 skinframe->merged = NULL;
3317 skinframe->base = NULL;
3318 skinframe->pants = NULL;
3319 skinframe->shirt = NULL;
3320 skinframe->nmap = NULL;
3321 skinframe->gloss = NULL;
3322 skinframe->glow = NULL;
3323 skinframe->fog = NULL;
3324 skinframe->reflect = NULL;
3325 skinframe->hasalpha = false;
3329 skinframe->base = ddsbase;
3330 skinframe->hasalpha = ddshasalpha;
3331 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3332 if (r_loadfog && skinframe->hasalpha)
3333 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3334 //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]);
3338 basepixels_width = image_width;
3339 basepixels_height = image_height;
3340 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);
3341 if (textureflags & TEXF_ALPHA)
3343 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3345 if (basepixels[j] < 255)
3347 skinframe->hasalpha = true;
3351 if (r_loadfog && skinframe->hasalpha)
3353 // has transparent pixels
3354 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3355 for (j = 0;j < image_width * image_height * 4;j += 4)
3360 pixels[j+3] = basepixels[j+3];
3362 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);
3366 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3368 //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]);
3369 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3370 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3371 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3372 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3378 mymiplevel = savemiplevel;
3379 if (r_loadnormalmap)
3380 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);
3381 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3383 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3384 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3385 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3386 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3389 // _norm is the name used by tenebrae and has been adopted as standard
3390 if (r_loadnormalmap && skinframe->nmap == NULL)
3392 mymiplevel = savemiplevel;
3393 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3395 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);
3399 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3401 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3402 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3403 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);
3405 Mem_Free(bumppixels);
3407 else if (r_shadow_bumpscale_basetexture.value > 0)
3409 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3410 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3411 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);
3415 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3416 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3420 // _luma is supported only for tenebrae compatibility
3421 // _glow is the preferred name
3422 mymiplevel = savemiplevel;
3423 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))))
3425 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);
3427 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3428 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3430 Mem_Free(pixels);pixels = NULL;
3433 mymiplevel = savemiplevel;
3434 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3436 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);
3438 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3439 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3445 mymiplevel = savemiplevel;
3446 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3448 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);
3450 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3451 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3457 mymiplevel = savemiplevel;
3458 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3460 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);
3462 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3463 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3469 mymiplevel = savemiplevel;
3470 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3472 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);
3474 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3475 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3482 Mem_Free(basepixels);
3487 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3488 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3491 unsigned char *temp1, *temp2;
3492 skinframe_t *skinframe;
3495 if (cls.state == ca_dedicated)
3498 // if already loaded just return it, otherwise make a new skinframe
3499 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3500 if (skinframe && skinframe->base)
3502 textureflags &= ~TEXF_FORCE_RELOAD;
3504 skinframe->stain = NULL;
3505 skinframe->merged = NULL;
3506 skinframe->base = NULL;
3507 skinframe->pants = NULL;
3508 skinframe->shirt = NULL;
3509 skinframe->nmap = NULL;
3510 skinframe->gloss = NULL;
3511 skinframe->glow = NULL;
3512 skinframe->fog = NULL;
3513 skinframe->reflect = NULL;
3514 skinframe->hasalpha = false;
3516 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3520 if (developer_loading.integer)
3521 Con_Printf("loading 32bit skin \"%s\"\n", name);
3523 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3525 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3526 temp2 = temp1 + width * height * 4;
3527 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3528 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3531 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3532 if (textureflags & TEXF_ALPHA)
3534 for (i = 3;i < width * height * 4;i += 4)
3536 if (skindata[i] < 255)
3538 skinframe->hasalpha = true;
3542 if (r_loadfog && skinframe->hasalpha)
3544 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3545 memcpy(fogpixels, skindata, width * height * 4);
3546 for (i = 0;i < width * height * 4;i += 4)
3547 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3548 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3549 Mem_Free(fogpixels);
3553 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3554 //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]);
3559 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3563 skinframe_t *skinframe;
3565 if (cls.state == ca_dedicated)
3568 // if already loaded just return it, otherwise make a new skinframe
3569 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3570 if (skinframe && skinframe->base)
3572 textureflags &= ~TEXF_FORCE_RELOAD;
3574 skinframe->stain = NULL;
3575 skinframe->merged = NULL;
3576 skinframe->base = NULL;
3577 skinframe->pants = NULL;
3578 skinframe->shirt = NULL;
3579 skinframe->nmap = NULL;
3580 skinframe->gloss = NULL;
3581 skinframe->glow = NULL;
3582 skinframe->fog = NULL;
3583 skinframe->reflect = NULL;
3584 skinframe->hasalpha = false;
3586 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3590 if (developer_loading.integer)
3591 Con_Printf("loading quake skin \"%s\"\n", name);
3593 // 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)
3594 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3595 memcpy(skinframe->qpixels, skindata, width*height);
3596 skinframe->qwidth = width;
3597 skinframe->qheight = height;
3600 for (i = 0;i < width * height;i++)
3601 featuresmask |= palette_featureflags[skindata[i]];
3603 skinframe->hasalpha = false;
3604 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3605 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3606 skinframe->qgeneratemerged = true;
3607 skinframe->qgeneratebase = skinframe->qhascolormapping;
3608 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3610 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3611 //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]);
3616 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3620 unsigned char *skindata;
3623 if (!skinframe->qpixels)
3626 if (!skinframe->qhascolormapping)
3627 colormapped = false;
3631 if (!skinframe->qgeneratebase)
3636 if (!skinframe->qgeneratemerged)
3640 width = skinframe->qwidth;
3641 height = skinframe->qheight;
3642 skindata = skinframe->qpixels;
3644 if (skinframe->qgeneratenmap)
3646 unsigned char *temp1, *temp2;
3647 skinframe->qgeneratenmap = false;
3648 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3649 temp2 = temp1 + width * height * 4;
3650 // use either a custom palette or the quake palette
3651 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3652 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3653 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3657 if (skinframe->qgenerateglow)
3659 skinframe->qgenerateglow = false;
3660 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
3665 skinframe->qgeneratebase = false;
3666 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);
3667 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);
3668 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);
3672 skinframe->qgeneratemerged = false;
3673 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);
3676 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3678 Mem_Free(skinframe->qpixels);
3679 skinframe->qpixels = NULL;
3683 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)
3686 skinframe_t *skinframe;
3689 if (cls.state == ca_dedicated)
3692 // if already loaded just return it, otherwise make a new skinframe
3693 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3694 if (skinframe && skinframe->base)
3696 textureflags &= ~TEXF_FORCE_RELOAD;
3698 skinframe->stain = NULL;
3699 skinframe->merged = NULL;
3700 skinframe->base = NULL;
3701 skinframe->pants = NULL;
3702 skinframe->shirt = NULL;
3703 skinframe->nmap = NULL;
3704 skinframe->gloss = NULL;
3705 skinframe->glow = NULL;
3706 skinframe->fog = NULL;
3707 skinframe->reflect = NULL;
3708 skinframe->hasalpha = false;
3710 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3714 if (developer_loading.integer)
3715 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3717 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3718 if (textureflags & TEXF_ALPHA)
3720 for (i = 0;i < width * height;i++)
3722 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3724 skinframe->hasalpha = true;
3728 if (r_loadfog && skinframe->hasalpha)
3729 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3732 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3733 //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]);
3738 skinframe_t *R_SkinFrame_LoadMissing(void)
3740 skinframe_t *skinframe;
3742 if (cls.state == ca_dedicated)
3745 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3746 skinframe->stain = NULL;
3747 skinframe->merged = NULL;
3748 skinframe->base = NULL;
3749 skinframe->pants = NULL;
3750 skinframe->shirt = NULL;
3751 skinframe->nmap = NULL;
3752 skinframe->gloss = NULL;
3753 skinframe->glow = NULL;
3754 skinframe->fog = NULL;
3755 skinframe->reflect = NULL;
3756 skinframe->hasalpha = false;
3758 skinframe->avgcolor[0] = rand() / RAND_MAX;
3759 skinframe->avgcolor[1] = rand() / RAND_MAX;
3760 skinframe->avgcolor[2] = rand() / RAND_MAX;
3761 skinframe->avgcolor[3] = 1;
3766 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3767 typedef struct suffixinfo_s
3770 qboolean flipx, flipy, flipdiagonal;
3773 static suffixinfo_t suffix[3][6] =
3776 {"px", false, false, false},
3777 {"nx", false, false, false},
3778 {"py", false, false, false},
3779 {"ny", false, false, false},
3780 {"pz", false, false, false},
3781 {"nz", false, false, false}
3784 {"posx", false, false, false},
3785 {"negx", false, false, false},
3786 {"posy", false, false, false},
3787 {"negy", false, false, false},
3788 {"posz", false, false, false},
3789 {"negz", false, false, false}
3792 {"rt", true, false, true},
3793 {"lf", false, true, true},
3794 {"ft", true, true, false},
3795 {"bk", false, false, false},
3796 {"up", true, false, true},
3797 {"dn", true, false, true}
3801 static int componentorder[4] = {0, 1, 2, 3};
3803 static rtexture_t *R_LoadCubemap(const char *basename)
3805 int i, j, cubemapsize;
3806 unsigned char *cubemappixels, *image_buffer;
3807 rtexture_t *cubemaptexture;
3809 // must start 0 so the first loadimagepixels has no requested width/height
3811 cubemappixels = NULL;
3812 cubemaptexture = NULL;
3813 // keep trying different suffix groups (posx, px, rt) until one loads
3814 for (j = 0;j < 3 && !cubemappixels;j++)
3816 // load the 6 images in the suffix group
3817 for (i = 0;i < 6;i++)
3819 // generate an image name based on the base and and suffix
3820 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3822 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3824 // an image loaded, make sure width and height are equal
3825 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3827 // if this is the first image to load successfully, allocate the cubemap memory
3828 if (!cubemappixels && image_width >= 1)
3830 cubemapsize = image_width;
3831 // note this clears to black, so unavailable sides are black
3832 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3834 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3836 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);
3839 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3841 Mem_Free(image_buffer);
3845 // if a cubemap loaded, upload it
3848 if (developer_loading.integer)
3849 Con_Printf("loading cubemap \"%s\"\n", basename);
3851 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);
3852 Mem_Free(cubemappixels);
3856 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3857 if (developer_loading.integer)
3859 Con_Printf("(tried tried images ");
3860 for (j = 0;j < 3;j++)
3861 for (i = 0;i < 6;i++)
3862 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3863 Con_Print(" and was unable to find any of them).\n");
3866 return cubemaptexture;
3869 rtexture_t *R_GetCubemap(const char *basename)
3872 for (i = 0;i < r_texture_numcubemaps;i++)
3873 if (r_texture_cubemaps[i] != NULL)
3874 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3875 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3876 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3877 return r_texture_whitecube;
3878 r_texture_numcubemaps++;
3879 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3880 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3881 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3882 return r_texture_cubemaps[i]->texture;
3885 static void R_Main_FreeViewCache(void)
3887 if (r_refdef.viewcache.entityvisible)
3888 Mem_Free(r_refdef.viewcache.entityvisible);
3889 if (r_refdef.viewcache.world_pvsbits)
3890 Mem_Free(r_refdef.viewcache.world_pvsbits);
3891 if (r_refdef.viewcache.world_leafvisible)
3892 Mem_Free(r_refdef.viewcache.world_leafvisible);
3893 if (r_refdef.viewcache.world_surfacevisible)
3894 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3895 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3898 static void R_Main_ResizeViewCache(void)
3900 int numentities = r_refdef.scene.numentities;
3901 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3902 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3903 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3904 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3905 if (r_refdef.viewcache.maxentities < numentities)
3907 r_refdef.viewcache.maxentities = numentities;
3908 if (r_refdef.viewcache.entityvisible)
3909 Mem_Free(r_refdef.viewcache.entityvisible);
3910 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3912 if (r_refdef.viewcache.world_numclusters != numclusters)
3914 r_refdef.viewcache.world_numclusters = numclusters;
3915 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3916 if (r_refdef.viewcache.world_pvsbits)
3917 Mem_Free(r_refdef.viewcache.world_pvsbits);
3918 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3920 if (r_refdef.viewcache.world_numleafs != numleafs)
3922 r_refdef.viewcache.world_numleafs = numleafs;
3923 if (r_refdef.viewcache.world_leafvisible)
3924 Mem_Free(r_refdef.viewcache.world_leafvisible);
3925 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3927 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3929 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3930 if (r_refdef.viewcache.world_surfacevisible)
3931 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3932 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3936 extern rtexture_t *loadingscreentexture;
3937 static void gl_main_start(void)
3939 loadingscreentexture = NULL;
3940 r_texture_blanknormalmap = NULL;
3941 r_texture_white = NULL;
3942 r_texture_grey128 = NULL;
3943 r_texture_black = NULL;
3944 r_texture_whitecube = NULL;
3945 r_texture_normalizationcube = NULL;
3946 r_texture_fogattenuation = NULL;
3947 r_texture_fogheighttexture = NULL;
3948 r_texture_gammaramps = NULL;
3949 r_texture_numcubemaps = 0;
3951 r_loaddds = r_texture_dds_load.integer != 0;
3952 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3954 switch(vid.renderpath)
3956 case RENDERPATH_GL20:
3957 case RENDERPATH_D3D9:
3958 case RENDERPATH_D3D10:
3959 case RENDERPATH_D3D11:
3960 case RENDERPATH_SOFT:
3961 case RENDERPATH_GLES2:
3962 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3963 Cvar_SetValueQuick(&gl_combine, 1);
3964 Cvar_SetValueQuick(&r_glsl, 1);
3965 r_loadnormalmap = true;
3969 case RENDERPATH_GL13:
3970 case RENDERPATH_GLES1:
3971 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3972 Cvar_SetValueQuick(&gl_combine, 1);
3973 Cvar_SetValueQuick(&r_glsl, 0);
3974 r_loadnormalmap = false;
3975 r_loadgloss = false;
3978 case RENDERPATH_GL11:
3979 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3980 Cvar_SetValueQuick(&gl_combine, 0);
3981 Cvar_SetValueQuick(&r_glsl, 0);
3982 r_loadnormalmap = false;
3983 r_loadgloss = false;
3989 R_FrameData_Reset();
3993 memset(r_queries, 0, sizeof(r_queries));
3995 r_qwskincache = NULL;
3996 r_qwskincache_size = 0;
3998 // due to caching of texture_t references, the collision cache must be reset
3999 Collision_Cache_Reset(true);
4001 // set up r_skinframe loading system for textures
4002 memset(&r_skinframe, 0, sizeof(r_skinframe));
4003 r_skinframe.loadsequence = 1;
4004 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4006 r_main_texturepool = R_AllocTexturePool();
4007 R_BuildBlankTextures();
4009 if (vid.support.arb_texture_cube_map)
4012 R_BuildNormalizationCube();
4014 r_texture_fogattenuation = NULL;
4015 r_texture_fogheighttexture = NULL;
4016 r_texture_gammaramps = NULL;
4017 //r_texture_fogintensity = NULL;
4018 memset(&r_fb, 0, sizeof(r_fb));
4019 r_glsl_permutation = NULL;
4020 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4021 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4022 glslshaderstring = NULL;
4024 r_hlsl_permutation = NULL;
4025 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4026 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4028 hlslshaderstring = NULL;
4029 memset(&r_svbsp, 0, sizeof (r_svbsp));
4031 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4032 r_texture_numcubemaps = 0;
4034 r_refdef.fogmasktable_density = 0;
4037 static void gl_main_shutdown(void)
4040 R_FrameData_Reset();
4042 R_Main_FreeViewCache();
4044 switch(vid.renderpath)
4046 case RENDERPATH_GL11:
4047 case RENDERPATH_GL13:
4048 case RENDERPATH_GL20:
4049 case RENDERPATH_GLES1:
4050 case RENDERPATH_GLES2:
4051 #ifdef GL_SAMPLES_PASSED_ARB
4053 qglDeleteQueriesARB(r_maxqueries, r_queries);
4056 case RENDERPATH_D3D9:
4057 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4059 case RENDERPATH_D3D10:
4060 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4062 case RENDERPATH_D3D11:
4063 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4065 case RENDERPATH_SOFT:
4071 memset(r_queries, 0, sizeof(r_queries));
4073 r_qwskincache = NULL;
4074 r_qwskincache_size = 0;
4076 // clear out the r_skinframe state
4077 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4078 memset(&r_skinframe, 0, sizeof(r_skinframe));
4081 Mem_Free(r_svbsp.nodes);
4082 memset(&r_svbsp, 0, sizeof (r_svbsp));
4083 R_FreeTexturePool(&r_main_texturepool);
4084 loadingscreentexture = NULL;
4085 r_texture_blanknormalmap = NULL;
4086 r_texture_white = NULL;
4087 r_texture_grey128 = NULL;
4088 r_texture_black = NULL;
4089 r_texture_whitecube = NULL;
4090 r_texture_normalizationcube = NULL;
4091 r_texture_fogattenuation = NULL;
4092 r_texture_fogheighttexture = NULL;
4093 r_texture_gammaramps = NULL;
4094 r_texture_numcubemaps = 0;
4095 //r_texture_fogintensity = NULL;
4096 memset(&r_fb, 0, sizeof(r_fb));
4099 r_glsl_permutation = NULL;
4100 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4101 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4102 glslshaderstring = NULL;
4104 r_hlsl_permutation = NULL;
4105 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4106 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4108 hlslshaderstring = NULL;
4111 static void gl_main_newmap(void)
4113 // FIXME: move this code to client
4114 char *entities, entname[MAX_QPATH];
4116 Mem_Free(r_qwskincache);
4117 r_qwskincache = NULL;
4118 r_qwskincache_size = 0;
4121 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4122 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4124 CL_ParseEntityLump(entities);
4128 if (cl.worldmodel->brush.entities)
4129 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4131 R_Main_FreeViewCache();
4133 R_FrameData_Reset();
4136 void GL_Main_Init(void)
4138 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4140 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4141 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4142 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4143 if (gamemode == GAME_NEHAHRA)
4145 Cvar_RegisterVariable (&gl_fogenable);
4146 Cvar_RegisterVariable (&gl_fogdensity);
4147 Cvar_RegisterVariable (&gl_fogred);
4148 Cvar_RegisterVariable (&gl_foggreen);
4149 Cvar_RegisterVariable (&gl_fogblue);
4150 Cvar_RegisterVariable (&gl_fogstart);
4151 Cvar_RegisterVariable (&gl_fogend);
4152 Cvar_RegisterVariable (&gl_skyclip);
4154 Cvar_RegisterVariable(&r_motionblur);
4155 Cvar_RegisterVariable(&r_damageblur);
4156 Cvar_RegisterVariable(&r_motionblur_averaging);
4157 Cvar_RegisterVariable(&r_motionblur_randomize);
4158 Cvar_RegisterVariable(&r_motionblur_minblur);
4159 Cvar_RegisterVariable(&r_motionblur_maxblur);
4160 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4161 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4162 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4163 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4164 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4165 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4166 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4167 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4168 Cvar_RegisterVariable(&r_equalize_entities_by);
4169 Cvar_RegisterVariable(&r_equalize_entities_to);
4170 Cvar_RegisterVariable(&r_depthfirst);
4171 Cvar_RegisterVariable(&r_useinfinitefarclip);
4172 Cvar_RegisterVariable(&r_farclip_base);
4173 Cvar_RegisterVariable(&r_farclip_world);
4174 Cvar_RegisterVariable(&r_nearclip);
4175 Cvar_RegisterVariable(&r_deformvertexes);
4176 Cvar_RegisterVariable(&r_transparent);
4177 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4178 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4179 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4180 Cvar_RegisterVariable(&r_showoverdraw);
4181 Cvar_RegisterVariable(&r_showbboxes);
4182 Cvar_RegisterVariable(&r_showsurfaces);
4183 Cvar_RegisterVariable(&r_showtris);
4184 Cvar_RegisterVariable(&r_shownormals);
4185 Cvar_RegisterVariable(&r_showlighting);
4186 Cvar_RegisterVariable(&r_showshadowvolumes);
4187 Cvar_RegisterVariable(&r_showcollisionbrushes);
4188 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4189 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4190 Cvar_RegisterVariable(&r_showdisabledepthtest);
4191 Cvar_RegisterVariable(&r_drawportals);
4192 Cvar_RegisterVariable(&r_drawentities);
4193 Cvar_RegisterVariable(&r_draw2d);
4194 Cvar_RegisterVariable(&r_drawworld);
4195 Cvar_RegisterVariable(&r_cullentities_trace);
4196 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4197 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4198 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4199 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4200 Cvar_RegisterVariable(&r_sortentities);
4201 Cvar_RegisterVariable(&r_drawviewmodel);
4202 Cvar_RegisterVariable(&r_drawexteriormodel);
4203 Cvar_RegisterVariable(&r_speeds);
4204 Cvar_RegisterVariable(&r_fullbrights);
4205 Cvar_RegisterVariable(&r_wateralpha);
4206 Cvar_RegisterVariable(&r_dynamic);
4207 Cvar_RegisterVariable(&r_fakelight);
4208 Cvar_RegisterVariable(&r_fakelight_intensity);
4209 Cvar_RegisterVariable(&r_fullbright);
4210 Cvar_RegisterVariable(&r_shadows);
4211 Cvar_RegisterVariable(&r_shadows_darken);
4212 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4213 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4214 Cvar_RegisterVariable(&r_shadows_throwdistance);
4215 Cvar_RegisterVariable(&r_shadows_throwdirection);
4216 Cvar_RegisterVariable(&r_shadows_focus);
4217 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4218 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4219 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4220 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4221 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4222 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4223 Cvar_RegisterVariable(&r_fog_exp2);
4224 Cvar_RegisterVariable(&r_fog_clear);
4225 Cvar_RegisterVariable(&r_drawfog);
4226 Cvar_RegisterVariable(&r_transparentdepthmasking);
4227 Cvar_RegisterVariable(&r_transparent_sortmindist);
4228 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4229 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4230 Cvar_RegisterVariable(&r_texture_dds_load);
4231 Cvar_RegisterVariable(&r_texture_dds_save);
4232 Cvar_RegisterVariable(&r_textureunits);
4233 Cvar_RegisterVariable(&gl_combine);
4234 Cvar_RegisterVariable(&r_usedepthtextures);
4235 Cvar_RegisterVariable(&r_viewfbo);
4236 Cvar_RegisterVariable(&r_viewscale);
4237 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4238 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4239 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4240 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4241 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4242 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4243 Cvar_RegisterVariable(&r_glsl);
4244 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4245 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4246 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4247 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4248 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4249 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4250 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4251 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4252 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4253 Cvar_RegisterVariable(&r_glsl_postprocess);
4254 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4255 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4256 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4257 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4258 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4259 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4260 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4261 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4263 Cvar_RegisterVariable(&r_water);
4264 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4265 Cvar_RegisterVariable(&r_water_clippingplanebias);
4266 Cvar_RegisterVariable(&r_water_refractdistort);
4267 Cvar_RegisterVariable(&r_water_reflectdistort);
4268 Cvar_RegisterVariable(&r_water_scissormode);
4269 Cvar_RegisterVariable(&r_water_lowquality);
4270 Cvar_RegisterVariable(&r_water_hideplayer);
4271 Cvar_RegisterVariable(&r_water_fbo);
4273 Cvar_RegisterVariable(&r_lerpsprites);
4274 Cvar_RegisterVariable(&r_lerpmodels);
4275 Cvar_RegisterVariable(&r_lerplightstyles);
4276 Cvar_RegisterVariable(&r_waterscroll);
4277 Cvar_RegisterVariable(&r_bloom);
4278 Cvar_RegisterVariable(&r_bloom_colorscale);
4279 Cvar_RegisterVariable(&r_bloom_brighten);
4280 Cvar_RegisterVariable(&r_bloom_blur);
4281 Cvar_RegisterVariable(&r_bloom_resolution);
4282 Cvar_RegisterVariable(&r_bloom_colorexponent);
4283 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4284 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4285 Cvar_RegisterVariable(&r_hdr_glowintensity);
4286 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4287 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4288 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4289 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4290 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4291 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4292 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4293 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4294 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4295 Cvar_RegisterVariable(&developer_texturelogging);
4296 Cvar_RegisterVariable(&gl_lightmaps);
4297 Cvar_RegisterVariable(&r_test);
4298 Cvar_RegisterVariable(&r_glsl_saturation);
4299 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4300 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4301 Cvar_RegisterVariable(&r_framedatasize);
4302 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4303 Cvar_SetValue("r_fullbrights", 0);
4304 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4307 void Render_Init(void)
4320 R_LightningBeams_Init();
4330 extern char *ENGINE_EXTENSIONS;
4333 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4334 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4335 gl_version = (const char *)qglGetString(GL_VERSION);
4336 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4340 if (!gl_platformextensions)
4341 gl_platformextensions = "";
4343 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4344 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4345 Con_Printf("GL_VERSION: %s\n", gl_version);
4346 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4347 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4349 VID_CheckExtensions();
4351 // LordHavoc: report supported extensions
4352 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4354 // clear to black (loading plaque will be seen over this)
4355 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4359 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4363 if (r_trippy.integer)
4365 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4367 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4370 p = r_refdef.view.frustum + i;
4375 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4379 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4383 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4387 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4391 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4395 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4399 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4403 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4411 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4415 if (r_trippy.integer)
4417 for (i = 0;i < numplanes;i++)
4424 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4428 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4432 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4436 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4440 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4444 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4448 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4452 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4460 //==================================================================================
4462 // LordHavoc: this stores temporary data used within the same frame
4464 typedef struct r_framedata_mem_s
4466 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4467 size_t size; // how much usable space
4468 size_t current; // how much space in use
4469 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4470 size_t wantedsize; // how much space was allocated
4471 unsigned char *data; // start of real data (16byte aligned)
4475 static r_framedata_mem_t *r_framedata_mem;
4477 void R_FrameData_Reset(void)
4479 while (r_framedata_mem)
4481 r_framedata_mem_t *next = r_framedata_mem->purge;
4482 Mem_Free(r_framedata_mem);
4483 r_framedata_mem = next;
4487 static void R_FrameData_Resize(void)
4490 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4491 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4492 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4494 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4495 newmem->wantedsize = wantedsize;
4496 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4497 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4498 newmem->current = 0;
4500 newmem->purge = r_framedata_mem;
4501 r_framedata_mem = newmem;
4505 void R_FrameData_NewFrame(void)
4507 R_FrameData_Resize();
4508 if (!r_framedata_mem)
4510 // if we ran out of space on the last frame, free the old memory now
4511 while (r_framedata_mem->purge)
4513 // repeatedly remove the second item in the list, leaving only head
4514 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4515 Mem_Free(r_framedata_mem->purge);
4516 r_framedata_mem->purge = next;
4518 // reset the current mem pointer
4519 r_framedata_mem->current = 0;
4520 r_framedata_mem->mark = 0;
4523 void *R_FrameData_Alloc(size_t size)
4527 // align to 16 byte boundary - the data pointer is already aligned, so we
4528 // only need to ensure the size of every allocation is also aligned
4529 size = (size + 15) & ~15;
4531 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4533 // emergency - we ran out of space, allocate more memory
4534 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4535 R_FrameData_Resize();
4538 data = r_framedata_mem->data + r_framedata_mem->current;
4539 r_framedata_mem->current += size;
4541 // count the usage for stats
4542 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4543 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4545 return (void *)data;
4548 void *R_FrameData_Store(size_t size, void *data)
4550 void *d = R_FrameData_Alloc(size);
4552 memcpy(d, data, size);
4556 void R_FrameData_SetMark(void)
4558 if (!r_framedata_mem)
4560 r_framedata_mem->mark = r_framedata_mem->current;
4563 void R_FrameData_ReturnToMark(void)
4565 if (!r_framedata_mem)
4567 r_framedata_mem->current = r_framedata_mem->mark;
4570 //==================================================================================
4572 // LordHavoc: animcache originally written by Echon, rewritten since then
4575 * Animation cache prevents re-generating mesh data for an animated model
4576 * multiple times in one frame for lighting, shadowing, reflections, etc.
4579 void R_AnimCache_Free(void)
4583 void R_AnimCache_ClearCache(void)
4586 entity_render_t *ent;
4588 for (i = 0;i < r_refdef.scene.numentities;i++)
4590 ent = r_refdef.scene.entities[i];
4591 ent->animcache_vertex3f = NULL;
4592 ent->animcache_normal3f = NULL;
4593 ent->animcache_svector3f = NULL;
4594 ent->animcache_tvector3f = NULL;
4595 ent->animcache_vertexmesh = NULL;
4596 ent->animcache_vertex3fbuffer = NULL;
4597 ent->animcache_vertexmeshbuffer = NULL;
4601 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4605 // check if we need the meshbuffers
4606 if (!vid.useinterleavedarrays)
4609 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4610 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4611 // TODO: upload vertex3f buffer?
4612 if (ent->animcache_vertexmesh)
4614 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4615 for (i = 0;i < numvertices;i++)
4616 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4617 if (ent->animcache_svector3f)
4618 for (i = 0;i < numvertices;i++)
4619 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4620 if (ent->animcache_tvector3f)
4621 for (i = 0;i < numvertices;i++)
4622 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4623 if (ent->animcache_normal3f)
4624 for (i = 0;i < numvertices;i++)
4625 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4626 // TODO: upload vertexmeshbuffer?
4630 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4632 dp_model_t *model = ent->model;
4634 // see if it's already cached this frame
4635 if (ent->animcache_vertex3f)
4637 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4638 if (wantnormals || wanttangents)
4640 if (ent->animcache_normal3f)
4641 wantnormals = false;
4642 if (ent->animcache_svector3f)
4643 wanttangents = false;
4644 if (wantnormals || wanttangents)
4646 numvertices = model->surfmesh.num_vertices;
4648 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4651 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4652 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4654 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4655 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4661 // see if this ent is worth caching
4662 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4664 // get some memory for this entity and generate mesh data
4665 numvertices = model->surfmesh.num_vertices;
4666 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4668 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4671 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4672 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4674 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4675 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4680 void R_AnimCache_CacheVisibleEntities(void)
4683 qboolean wantnormals = true;
4684 qboolean wanttangents = !r_showsurfaces.integer;
4686 switch(vid.renderpath)
4688 case RENDERPATH_GL20:
4689 case RENDERPATH_D3D9:
4690 case RENDERPATH_D3D10:
4691 case RENDERPATH_D3D11:
4692 case RENDERPATH_GLES2:
4694 case RENDERPATH_GL11:
4695 case RENDERPATH_GL13:
4696 case RENDERPATH_GLES1:
4697 wanttangents = false;
4699 case RENDERPATH_SOFT:
4703 if (r_shownormals.integer)
4704 wanttangents = wantnormals = true;
4706 // TODO: thread this
4707 // NOTE: R_PrepareRTLights() also caches entities
4709 for (i = 0;i < r_refdef.scene.numentities;i++)
4710 if (r_refdef.viewcache.entityvisible[i])
4711 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4714 //==================================================================================
4716 extern cvar_t r_overheadsprites_pushback;
4718 static void R_View_UpdateEntityLighting (void)
4721 entity_render_t *ent;
4722 vec3_t tempdiffusenormal, avg;
4723 vec_t f, fa, fd, fdd;
4724 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4726 for (i = 0;i < r_refdef.scene.numentities;i++)
4728 ent = r_refdef.scene.entities[i];
4730 // skip unseen models and models that updated by CSQC
4731 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4735 if (ent->model && (ent->model == cl.worldmodel || ent->model->brush.parentmodel == cl.worldmodel))
4737 // TODO: use modellight for r_ambient settings on world?
4738 VectorSet(ent->modellight_ambient, 0, 0, 0);
4739 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4740 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4744 // fetch the lighting from the worldmodel data
4745 VectorClear(ent->modellight_ambient);
4746 VectorClear(ent->modellight_diffuse);
4747 VectorClear(tempdiffusenormal);
4748 if (ent->flags & RENDER_LIGHT)
4751 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4753 // complete lightning for lit sprites
4754 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4755 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4757 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4758 org[2] = org[2] + r_overheadsprites_pushback.value;
4759 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4762 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4764 if(ent->flags & RENDER_EQUALIZE)
4766 // first fix up ambient lighting...
4767 if(r_equalize_entities_minambient.value > 0)
4769 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4772 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4773 if(fa < r_equalize_entities_minambient.value * fd)
4776 // fa'/fd' = minambient
4777 // fa'+0.25*fd' = fa+0.25*fd
4779 // fa' = fd' * minambient
4780 // fd'*(0.25+minambient) = fa+0.25*fd
4782 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4783 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4785 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4786 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4787 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4788 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4793 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4795 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4796 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4800 // adjust brightness and saturation to target
4801 avg[0] = avg[1] = avg[2] = fa / f;
4802 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4803 avg[0] = avg[1] = avg[2] = fd / f;
4804 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4810 VectorSet(ent->modellight_ambient, 1, 1, 1);
4812 // move the light direction into modelspace coordinates for lighting code
4813 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4814 if(VectorLength2(ent->modellight_lightdir) == 0)
4815 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4816 VectorNormalize(ent->modellight_lightdir);
4820 #define MAX_LINEOFSIGHTTRACES 64
4822 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4825 vec3_t boxmins, boxmaxs;
4828 dp_model_t *model = r_refdef.scene.worldmodel;
4830 if (!model || !model->brush.TraceLineOfSight)
4833 // expand the box a little
4834 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4835 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4836 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4837 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4838 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4839 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4841 // return true if eye is inside enlarged box
4842 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4846 VectorCopy(eye, start);
4847 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4848 if (model->brush.TraceLineOfSight(model, start, end))
4851 // try various random positions
4852 for (i = 0;i < numsamples;i++)
4854 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4855 if (model->brush.TraceLineOfSight(model, start, end))
4863 static void R_View_UpdateEntityVisible (void)
4868 entity_render_t *ent;
4870 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4871 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4872 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4873 : RENDER_EXTERIORMODEL;
4874 if (!r_drawviewmodel.integer)
4875 renderimask |= RENDER_VIEWMODEL;
4876 if (!r_drawexteriormodel.integer)
4877 renderimask |= RENDER_EXTERIORMODEL;
4878 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4880 // worldmodel can check visibility
4881 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4882 for (i = 0;i < r_refdef.scene.numentities;i++)
4884 ent = r_refdef.scene.entities[i];
4885 if (!(ent->flags & renderimask))
4886 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)))
4887 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))
4888 r_refdef.viewcache.entityvisible[i] = true;
4893 // no worldmodel or it can't check visibility
4894 for (i = 0;i < r_refdef.scene.numentities;i++)
4896 ent = r_refdef.scene.entities[i];
4897 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4900 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4901 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4903 for (i = 0;i < r_refdef.scene.numentities;i++)
4905 if (!r_refdef.viewcache.entityvisible[i])
4907 ent = r_refdef.scene.entities[i];
4908 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4910 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4912 continue; // temp entities do pvs only
4913 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4914 ent->last_trace_visibility = realtime;
4915 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4916 r_refdef.viewcache.entityvisible[i] = 0;
4922 /// only used if skyrendermasked, and normally returns false
4923 static int R_DrawBrushModelsSky (void)
4926 entity_render_t *ent;
4929 for (i = 0;i < r_refdef.scene.numentities;i++)
4931 if (!r_refdef.viewcache.entityvisible[i])
4933 ent = r_refdef.scene.entities[i];
4934 if (!ent->model || !ent->model->DrawSky)
4936 ent->model->DrawSky(ent);
4942 static void R_DrawNoModel(entity_render_t *ent);
4943 static void R_DrawModels(void)
4946 entity_render_t *ent;
4948 for (i = 0;i < r_refdef.scene.numentities;i++)
4950 if (!r_refdef.viewcache.entityvisible[i])
4952 ent = r_refdef.scene.entities[i];
4953 r_refdef.stats.entities++;
4955 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4958 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4959 Con_Printf("R_DrawModels\n");
4960 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]);
4961 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);
4962 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);
4965 if (ent->model && ent->model->Draw != NULL)
4966 ent->model->Draw(ent);
4972 static void R_DrawModelsDepth(void)
4975 entity_render_t *ent;
4977 for (i = 0;i < r_refdef.scene.numentities;i++)
4979 if (!r_refdef.viewcache.entityvisible[i])
4981 ent = r_refdef.scene.entities[i];
4982 if (ent->model && ent->model->DrawDepth != NULL)
4983 ent->model->DrawDepth(ent);
4987 static void R_DrawModelsDebug(void)
4990 entity_render_t *ent;
4992 for (i = 0;i < r_refdef.scene.numentities;i++)
4994 if (!r_refdef.viewcache.entityvisible[i])
4996 ent = r_refdef.scene.entities[i];
4997 if (ent->model && ent->model->DrawDebug != NULL)
4998 ent->model->DrawDebug(ent);
5002 static void R_DrawModelsAddWaterPlanes(void)
5005 entity_render_t *ent;
5007 for (i = 0;i < r_refdef.scene.numentities;i++)
5009 if (!r_refdef.viewcache.entityvisible[i])
5011 ent = r_refdef.scene.entities[i];
5012 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5013 ent->model->DrawAddWaterPlanes(ent);
5017 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}};
5019 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5021 if (r_hdr_irisadaptation.integer)
5026 vec3_t diffusenormal;
5028 vec_t brightness = 0.0f;
5033 VectorCopy(r_refdef.view.forward, forward);
5034 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5036 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5037 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5038 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5039 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5040 d = DotProduct(forward, diffusenormal);
5041 brightness += VectorLength(ambient);
5043 brightness += d * VectorLength(diffuse);
5045 brightness *= 1.0f / c;
5046 brightness += 0.00001f; // make sure it's never zero
5047 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5048 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5049 current = r_hdr_irisadaptation_value.value;
5051 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5052 else if (current > goal)
5053 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5054 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5055 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5057 else if (r_hdr_irisadaptation_value.value != 1.0f)
5058 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5061 static void R_View_SetFrustum(const int *scissor)
5064 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5065 vec3_t forward, left, up, origin, v;
5069 // flipped x coordinates (because x points left here)
5070 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5071 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5073 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5074 switch(vid.renderpath)
5076 case RENDERPATH_D3D9:
5077 case RENDERPATH_D3D10:
5078 case RENDERPATH_D3D11:
5079 // non-flipped y coordinates
5080 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5081 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5083 case RENDERPATH_SOFT:
5084 case RENDERPATH_GL11:
5085 case RENDERPATH_GL13:
5086 case RENDERPATH_GL20:
5087 case RENDERPATH_GLES1:
5088 case RENDERPATH_GLES2:
5089 // non-flipped y coordinates
5090 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5091 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5096 // we can't trust r_refdef.view.forward and friends in reflected scenes
5097 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5100 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5101 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5102 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5103 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5104 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5105 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5106 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5107 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5108 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5109 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5110 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5111 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5115 zNear = r_refdef.nearclip;
5116 nudge = 1.0 - 1.0 / (1<<23);
5117 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5118 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5119 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5120 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5121 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5122 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5123 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5124 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5130 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5131 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5132 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5133 r_refdef.view.frustum[0].dist = m[15] - m[12];
5135 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5136 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5137 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5138 r_refdef.view.frustum[1].dist = m[15] + m[12];
5140 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5141 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5142 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5143 r_refdef.view.frustum[2].dist = m[15] - m[13];
5145 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5146 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5147 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5148 r_refdef.view.frustum[3].dist = m[15] + m[13];
5150 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5151 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5152 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5153 r_refdef.view.frustum[4].dist = m[15] - m[14];
5155 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5156 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5157 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5158 r_refdef.view.frustum[5].dist = m[15] + m[14];
5161 if (r_refdef.view.useperspective)
5163 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5164 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]);
5165 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]);
5166 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]);
5167 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]);
5169 // then the normals from the corners relative to origin
5170 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5171 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5172 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5173 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5175 // in a NORMAL view, forward cross left == up
5176 // in a REFLECTED view, forward cross left == down
5177 // so our cross products above need to be adjusted for a left handed coordinate system
5178 CrossProduct(forward, left, v);
5179 if(DotProduct(v, up) < 0)
5181 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5182 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5183 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5184 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5187 // Leaving those out was a mistake, those were in the old code, and they
5188 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5189 // I couldn't reproduce it after adding those normalizations. --blub
5190 VectorNormalize(r_refdef.view.frustum[0].normal);
5191 VectorNormalize(r_refdef.view.frustum[1].normal);
5192 VectorNormalize(r_refdef.view.frustum[2].normal);
5193 VectorNormalize(r_refdef.view.frustum[3].normal);
5195 // make the corners absolute
5196 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5197 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5198 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5199 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5202 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5204 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5205 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5206 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5207 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5208 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5212 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5213 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5214 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5215 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5216 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5217 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5218 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5219 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5220 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5221 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5223 r_refdef.view.numfrustumplanes = 5;
5225 if (r_refdef.view.useclipplane)
5227 r_refdef.view.numfrustumplanes = 6;
5228 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5231 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5232 PlaneClassify(r_refdef.view.frustum + i);
5234 // LordHavoc: note to all quake engine coders, Quake had a special case
5235 // for 90 degrees which assumed a square view (wrong), so I removed it,
5236 // Quake2 has it disabled as well.
5238 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5239 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5240 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5241 //PlaneClassify(&frustum[0]);
5243 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5244 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5245 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5246 //PlaneClassify(&frustum[1]);
5248 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5249 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5250 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5251 //PlaneClassify(&frustum[2]);
5253 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5254 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5255 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5256 //PlaneClassify(&frustum[3]);
5259 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5260 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5261 //PlaneClassify(&frustum[4]);
5264 static void R_View_UpdateWithScissor(const int *myscissor)
5266 R_Main_ResizeViewCache();
5267 R_View_SetFrustum(myscissor);
5268 R_View_WorldVisibility(r_refdef.view.useclipplane);
5269 R_View_UpdateEntityVisible();
5270 R_View_UpdateEntityLighting();
5271 R_AnimCache_CacheVisibleEntities();
5274 static void R_View_Update(void)
5276 R_Main_ResizeViewCache();
5277 R_View_SetFrustum(NULL);
5278 R_View_WorldVisibility(r_refdef.view.useclipplane);
5279 R_View_UpdateEntityVisible();
5280 R_View_UpdateEntityLighting();
5281 R_AnimCache_CacheVisibleEntities();
5284 float viewscalefpsadjusted = 1.0f;
5286 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5288 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5289 scale = bound(0.03125f, scale, 1.0f);
5290 *outwidth = (int)ceil(width * scale);
5291 *outheight = (int)ceil(height * scale);
5294 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5296 const float *customclipplane = NULL;
5298 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5299 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5301 // LordHavoc: couldn't figure out how to make this approach the
5302 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5303 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5304 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5305 dist = r_refdef.view.clipplane.dist;
5306 plane[0] = r_refdef.view.clipplane.normal[0];
5307 plane[1] = r_refdef.view.clipplane.normal[1];
5308 plane[2] = r_refdef.view.clipplane.normal[2];
5310 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5313 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5314 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5316 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5317 if (!r_refdef.view.useperspective)
5318 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5319 else if (vid.stencil && r_useinfinitefarclip.integer)
5320 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5322 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5323 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5324 R_SetViewport(&r_refdef.view.viewport);
5325 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5327 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5328 float screenplane[4];
5329 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5330 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5331 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5332 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5333 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5337 void R_EntityMatrix(const matrix4x4_t *matrix)
5339 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5341 gl_modelmatrixchanged = false;
5342 gl_modelmatrix = *matrix;
5343 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5344 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5345 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5346 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5348 switch(vid.renderpath)
5350 case RENDERPATH_D3D9:
5352 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5353 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5356 case RENDERPATH_D3D10:
5357 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5359 case RENDERPATH_D3D11:
5360 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5362 case RENDERPATH_GL11:
5363 case RENDERPATH_GL13:
5364 case RENDERPATH_GLES1:
5365 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5367 case RENDERPATH_SOFT:
5368 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5369 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5371 case RENDERPATH_GL20:
5372 case RENDERPATH_GLES2:
5373 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5374 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5380 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5382 r_viewport_t viewport;
5386 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5387 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5388 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5389 R_SetViewport(&viewport);
5390 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5391 GL_Color(1, 1, 1, 1);
5392 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5393 GL_BlendFunc(GL_ONE, GL_ZERO);
5394 GL_ScissorTest(false);
5395 GL_DepthMask(false);
5396 GL_DepthRange(0, 1);
5397 GL_DepthTest(false);
5398 GL_DepthFunc(GL_LEQUAL);
5399 R_EntityMatrix(&identitymatrix);
5400 R_Mesh_ResetTextureState();
5401 GL_PolygonOffset(0, 0);
5402 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5403 switch(vid.renderpath)
5405 case RENDERPATH_GL11:
5406 case RENDERPATH_GL13:
5407 case RENDERPATH_GL20:
5408 case RENDERPATH_GLES1:
5409 case RENDERPATH_GLES2:
5410 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5412 case RENDERPATH_D3D9:
5413 case RENDERPATH_D3D10:
5414 case RENDERPATH_D3D11:
5415 case RENDERPATH_SOFT:
5418 GL_CullFace(GL_NONE);
5423 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5427 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5430 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5434 R_SetupView(true, fbo, depthtexture, colortexture);
5435 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5436 GL_Color(1, 1, 1, 1);
5437 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5438 GL_BlendFunc(GL_ONE, GL_ZERO);
5439 GL_ScissorTest(true);
5441 GL_DepthRange(0, 1);
5443 GL_DepthFunc(GL_LEQUAL);
5444 R_EntityMatrix(&identitymatrix);
5445 R_Mesh_ResetTextureState();
5446 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5447 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5448 switch(vid.renderpath)
5450 case RENDERPATH_GL11:
5451 case RENDERPATH_GL13:
5452 case RENDERPATH_GL20:
5453 case RENDERPATH_GLES1:
5454 case RENDERPATH_GLES2:
5455 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5457 case RENDERPATH_D3D9:
5458 case RENDERPATH_D3D10:
5459 case RENDERPATH_D3D11:
5460 case RENDERPATH_SOFT:
5463 GL_CullFace(r_refdef.view.cullface_back);
5468 R_RenderView_UpdateViewVectors
5471 void R_RenderView_UpdateViewVectors(void)
5473 // break apart the view matrix into vectors for various purposes
5474 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5475 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5476 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5477 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5478 // make an inverted copy of the view matrix for tracking sprites
5479 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5482 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5483 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5485 static void R_Water_StartFrame(void)
5488 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5489 r_waterstate_waterplane_t *p;
5490 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5492 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5495 switch(vid.renderpath)
5497 case RENDERPATH_GL20:
5498 case RENDERPATH_D3D9:
5499 case RENDERPATH_D3D10:
5500 case RENDERPATH_D3D11:
5501 case RENDERPATH_SOFT:
5502 case RENDERPATH_GLES2:
5504 case RENDERPATH_GL11:
5505 case RENDERPATH_GL13:
5506 case RENDERPATH_GLES1:
5510 // set waterwidth and waterheight to the water resolution that will be
5511 // used (often less than the screen resolution for faster rendering)
5512 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5514 // calculate desired texture sizes
5515 // can't use water if the card does not support the texture size
5516 if (!r_water.integer || r_showsurfaces.integer)
5517 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5518 else if (vid.support.arb_texture_non_power_of_two)
5520 texturewidth = waterwidth;
5521 textureheight = waterheight;
5522 camerawidth = waterwidth;
5523 cameraheight = waterheight;
5527 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5528 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5529 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5530 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5533 // allocate textures as needed
5534 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5536 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5537 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5539 if (p->texture_refraction)
5540 R_FreeTexture(p->texture_refraction);
5541 p->texture_refraction = NULL;
5542 if (p->fbo_refraction)
5543 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5544 p->fbo_refraction = 0;
5545 if (p->texture_reflection)
5546 R_FreeTexture(p->texture_reflection);
5547 p->texture_reflection = NULL;
5548 if (p->fbo_reflection)
5549 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5550 p->fbo_reflection = 0;
5551 if (p->texture_camera)
5552 R_FreeTexture(p->texture_camera);
5553 p->texture_camera = NULL;
5555 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5558 memset(&r_fb.water, 0, sizeof(r_fb.water));
5559 r_fb.water.texturewidth = texturewidth;
5560 r_fb.water.textureheight = textureheight;
5561 r_fb.water.camerawidth = camerawidth;
5562 r_fb.water.cameraheight = cameraheight;
5565 if (r_fb.water.texturewidth)
5567 int scaledwidth, scaledheight;
5569 r_fb.water.enabled = true;
5571 // water resolution is usually reduced
5572 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5573 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5574 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5576 // set up variables that will be used in shader setup
5577 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5578 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5579 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5580 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5583 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5584 r_fb.water.numwaterplanes = 0;
5587 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5589 int planeindex, bestplaneindex, vertexindex;
5590 vec3_t mins, maxs, normal, center, v, n;
5591 vec_t planescore, bestplanescore;
5593 r_waterstate_waterplane_t *p;
5594 texture_t *t = R_GetCurrentTexture(surface->texture);
5596 rsurface.texture = t;
5597 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5598 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5599 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5601 // average the vertex normals, find the surface bounds (after deformvertexes)
5602 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5603 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5604 VectorCopy(n, normal);
5605 VectorCopy(v, mins);
5606 VectorCopy(v, maxs);
5607 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5609 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5610 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5611 VectorAdd(normal, n, normal);
5612 mins[0] = min(mins[0], v[0]);
5613 mins[1] = min(mins[1], v[1]);
5614 mins[2] = min(mins[2], v[2]);
5615 maxs[0] = max(maxs[0], v[0]);
5616 maxs[1] = max(maxs[1], v[1]);
5617 maxs[2] = max(maxs[2], v[2]);
5619 VectorNormalize(normal);
5620 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5622 VectorCopy(normal, plane.normal);
5623 VectorNormalize(plane.normal);
5624 plane.dist = DotProduct(center, plane.normal);
5625 PlaneClassify(&plane);
5626 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5628 // skip backfaces (except if nocullface is set)
5629 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5631 VectorNegate(plane.normal, plane.normal);
5633 PlaneClassify(&plane);
5637 // find a matching plane if there is one
5638 bestplaneindex = -1;
5639 bestplanescore = 1048576.0f;
5640 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5642 if(p->camera_entity == t->camera_entity)
5644 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5645 if (bestplaneindex < 0 || bestplanescore > planescore)
5647 bestplaneindex = planeindex;
5648 bestplanescore = planescore;
5652 planeindex = bestplaneindex;
5653 p = r_fb.water.waterplanes + planeindex;
5655 // if this surface does not fit any known plane rendered this frame, add one
5656 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5658 // store the new plane
5659 planeindex = r_fb.water.numwaterplanes++;
5660 p = r_fb.water.waterplanes + planeindex;
5662 // clear materialflags and pvs
5663 p->materialflags = 0;
5664 p->pvsvalid = false;
5665 p->camera_entity = t->camera_entity;
5666 VectorCopy(mins, p->mins);
5667 VectorCopy(maxs, p->maxs);
5671 // merge mins/maxs when we're adding this surface to the plane
5672 p->mins[0] = min(p->mins[0], mins[0]);
5673 p->mins[1] = min(p->mins[1], mins[1]);
5674 p->mins[2] = min(p->mins[2], mins[2]);
5675 p->maxs[0] = max(p->maxs[0], maxs[0]);
5676 p->maxs[1] = max(p->maxs[1], maxs[1]);
5677 p->maxs[2] = max(p->maxs[2], maxs[2]);
5679 // merge this surface's materialflags into the waterplane
5680 p->materialflags |= t->currentmaterialflags;
5681 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5683 // merge this surface's PVS into the waterplane
5684 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5685 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5687 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5693 extern cvar_t r_drawparticles;
5694 extern cvar_t r_drawdecals;
5696 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5699 r_refdef_view_t originalview;
5700 r_refdef_view_t myview;
5701 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;
5702 r_waterstate_waterplane_t *p;
5704 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5707 originalview = r_refdef.view;
5709 // lowquality hack, temporarily shut down some cvars and restore afterwards
5710 qualityreduction = r_water_lowquality.integer;
5711 if (qualityreduction > 0)
5713 if (qualityreduction >= 1)
5715 old_r_shadows = r_shadows.integer;
5716 old_r_worldrtlight = r_shadow_realtime_world.integer;
5717 old_r_dlight = r_shadow_realtime_dlight.integer;
5718 Cvar_SetValueQuick(&r_shadows, 0);
5719 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5720 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5722 if (qualityreduction >= 2)
5724 old_r_dynamic = r_dynamic.integer;
5725 old_r_particles = r_drawparticles.integer;
5726 old_r_decals = r_drawdecals.integer;
5727 Cvar_SetValueQuick(&r_dynamic, 0);
5728 Cvar_SetValueQuick(&r_drawparticles, 0);
5729 Cvar_SetValueQuick(&r_drawdecals, 0);
5733 // make sure enough textures are allocated
5734 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5736 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5738 if (!p->texture_refraction)
5739 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5740 if (!p->texture_refraction)
5744 if (r_fb.water.depthtexture == NULL)
5745 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5746 if (p->fbo_refraction == 0)
5747 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5750 else if (p->materialflags & MATERIALFLAG_CAMERA)
5752 if (!p->texture_camera)
5753 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5754 if (!p->texture_camera)
5758 if (r_fb.water.depthtexture == NULL)
5759 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5760 if (p->fbo_camera == 0)
5761 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5765 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5767 if (!p->texture_reflection)
5768 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5769 if (!p->texture_reflection)
5773 if (r_fb.water.depthtexture == NULL)
5774 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5775 if (p->fbo_reflection == 0)
5776 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5782 r_refdef.view = originalview;
5783 r_refdef.view.showdebug = false;
5784 r_refdef.view.width = r_fb.water.waterwidth;
5785 r_refdef.view.height = r_fb.water.waterheight;
5786 r_refdef.view.useclipplane = true;
5787 myview = r_refdef.view;
5788 r_fb.water.renderingscene = true;
5789 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5791 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5793 r_refdef.view = myview;
5794 if(r_water_scissormode.integer)
5796 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5797 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5798 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5801 // render reflected scene and copy into texture
5802 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5803 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5804 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5805 r_refdef.view.clipplane = p->plane;
5806 // reverse the cullface settings for this render
5807 r_refdef.view.cullface_front = GL_FRONT;
5808 r_refdef.view.cullface_back = GL_BACK;
5809 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5811 r_refdef.view.usecustompvs = true;
5813 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5815 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5818 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5819 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5820 R_ClearScreen(r_refdef.fogenabled);
5821 if(r_water_scissormode.integer & 2)
5822 R_View_UpdateWithScissor(myscissor);
5825 if(r_water_scissormode.integer & 1)
5826 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5827 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5829 if (!p->fbo_reflection)
5830 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5831 r_fb.water.hideplayer = false;
5834 // render the normal view scene and copy into texture
5835 // (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)
5836 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5838 r_refdef.view = myview;
5839 if(r_water_scissormode.integer)
5841 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5842 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5843 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5846 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5848 r_refdef.view.clipplane = p->plane;
5849 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5850 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5852 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5854 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5855 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5856 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5857 R_RenderView_UpdateViewVectors();
5858 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5860 r_refdef.view.usecustompvs = true;
5861 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);
5865 PlaneClassify(&r_refdef.view.clipplane);
5867 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5868 R_ClearScreen(r_refdef.fogenabled);
5869 if(r_water_scissormode.integer & 2)
5870 R_View_UpdateWithScissor(myscissor);
5873 if(r_water_scissormode.integer & 1)
5874 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5875 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5877 if (!p->fbo_refraction)
5878 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5879 r_fb.water.hideplayer = false;
5881 else if (p->materialflags & MATERIALFLAG_CAMERA)
5883 r_refdef.view = myview;
5885 r_refdef.view.clipplane = p->plane;
5886 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5887 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5889 r_refdef.view.width = r_fb.water.camerawidth;
5890 r_refdef.view.height = r_fb.water.cameraheight;
5891 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5892 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5893 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5894 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5896 if(p->camera_entity)
5898 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5899 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5902 // note: all of the view is used for displaying... so
5903 // there is no use in scissoring
5905 // reverse the cullface settings for this render
5906 r_refdef.view.cullface_front = GL_FRONT;
5907 r_refdef.view.cullface_back = GL_BACK;
5908 // also reverse the view matrix
5909 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
5910 R_RenderView_UpdateViewVectors();
5911 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5913 r_refdef.view.usecustompvs = true;
5914 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);
5917 // camera needs no clipplane
5918 r_refdef.view.useclipplane = false;
5920 PlaneClassify(&r_refdef.view.clipplane);
5922 r_fb.water.hideplayer = false;
5924 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5925 R_ClearScreen(r_refdef.fogenabled);
5927 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5930 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5931 r_fb.water.hideplayer = false;
5935 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5936 r_fb.water.renderingscene = false;
5937 r_refdef.view = originalview;
5938 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5939 if (!r_fb.water.depthtexture)
5940 R_ClearScreen(r_refdef.fogenabled);
5944 r_refdef.view = originalview;
5945 r_fb.water.renderingscene = false;
5946 Cvar_SetValueQuick(&r_water, 0);
5947 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5949 // lowquality hack, restore cvars
5950 if (qualityreduction > 0)
5952 if (qualityreduction >= 1)
5954 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5955 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5956 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5958 if (qualityreduction >= 2)
5960 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5961 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5962 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5967 static void R_Bloom_StartFrame(void)
5970 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5971 int viewwidth, viewheight;
5972 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5973 textype_t textype = TEXTYPE_COLORBUFFER;
5975 switch (vid.renderpath)
5977 case RENDERPATH_GL20:
5978 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5979 if (vid.support.ext_framebuffer_object)
5981 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5982 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5985 case RENDERPATH_GL11:
5986 case RENDERPATH_GL13:
5987 case RENDERPATH_GLES1:
5988 case RENDERPATH_GLES2:
5989 case RENDERPATH_D3D9:
5990 case RENDERPATH_D3D10:
5991 case RENDERPATH_D3D11:
5992 r_fb.usedepthtextures = false;
5994 case RENDERPATH_SOFT:
5995 r_fb.usedepthtextures = true;
5999 if (r_viewscale_fpsscaling.integer)
6001 double actualframetime;
6002 double targetframetime;
6004 actualframetime = r_refdef.lastdrawscreentime;
6005 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6006 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6007 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6008 if (r_viewscale_fpsscaling_stepsize.value > 0)
6009 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6010 viewscalefpsadjusted += adjust;
6011 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6014 viewscalefpsadjusted = 1.0f;
6016 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6018 switch(vid.renderpath)
6020 case RENDERPATH_GL20:
6021 case RENDERPATH_D3D9:
6022 case RENDERPATH_D3D10:
6023 case RENDERPATH_D3D11:
6024 case RENDERPATH_SOFT:
6025 case RENDERPATH_GLES2:
6027 case RENDERPATH_GL11:
6028 case RENDERPATH_GL13:
6029 case RENDERPATH_GLES1:
6033 // set bloomwidth and bloomheight to the bloom resolution that will be
6034 // used (often less than the screen resolution for faster rendering)
6035 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6036 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6037 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6038 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6039 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6041 // calculate desired texture sizes
6042 if (vid.support.arb_texture_non_power_of_two)
6044 screentexturewidth = vid.width;
6045 screentextureheight = vid.height;
6046 bloomtexturewidth = r_fb.bloomwidth;
6047 bloomtextureheight = r_fb.bloomheight;
6051 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6052 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6053 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6054 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6057 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))
6059 Cvar_SetValueQuick(&r_bloom, 0);
6060 Cvar_SetValueQuick(&r_motionblur, 0);
6061 Cvar_SetValueQuick(&r_damageblur, 0);
6064 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6066 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6068 && r_viewscale.value == 1.0f
6069 && !r_viewscale_fpsscaling.integer)
6070 screentexturewidth = screentextureheight = 0;
6071 if (!r_bloom.integer)
6072 bloomtexturewidth = bloomtextureheight = 0;
6074 // allocate textures as needed
6075 if (r_fb.screentexturewidth != screentexturewidth
6076 || r_fb.screentextureheight != screentextureheight
6077 || r_fb.bloomtexturewidth != bloomtexturewidth
6078 || r_fb.bloomtextureheight != bloomtextureheight
6079 || r_fb.textype != textype
6080 || useviewfbo != (r_fb.fbo != 0))
6082 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6084 if (r_fb.bloomtexture[i])
6085 R_FreeTexture(r_fb.bloomtexture[i]);
6086 r_fb.bloomtexture[i] = NULL;
6088 if (r_fb.bloomfbo[i])
6089 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6090 r_fb.bloomfbo[i] = 0;
6094 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6097 if (r_fb.colortexture)
6098 R_FreeTexture(r_fb.colortexture);
6099 r_fb.colortexture = NULL;
6101 if (r_fb.depthtexture)
6102 R_FreeTexture(r_fb.depthtexture);
6103 r_fb.depthtexture = NULL;
6105 if (r_fb.ghosttexture)
6106 R_FreeTexture(r_fb.ghosttexture);
6107 r_fb.ghosttexture = NULL;
6109 r_fb.screentexturewidth = screentexturewidth;
6110 r_fb.screentextureheight = screentextureheight;
6111 r_fb.bloomtexturewidth = bloomtexturewidth;
6112 r_fb.bloomtextureheight = bloomtextureheight;
6113 r_fb.textype = textype;
6115 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6117 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6118 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);
6119 r_fb.ghosttexture_valid = false;
6120 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6123 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6124 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6125 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6129 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6131 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6133 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6135 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6140 // bloom texture is a different resolution
6141 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6142 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6143 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6144 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6145 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6147 // set up a texcoord array for the full resolution screen image
6148 // (we have to keep this around to copy back during final render)
6149 r_fb.screentexcoord2f[0] = 0;
6150 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6151 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6152 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6153 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6154 r_fb.screentexcoord2f[5] = 0;
6155 r_fb.screentexcoord2f[6] = 0;
6156 r_fb.screentexcoord2f[7] = 0;
6158 // set up a texcoord array for the reduced resolution bloom image
6159 // (which will be additive blended over the screen image)
6160 r_fb.bloomtexcoord2f[0] = 0;
6161 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6162 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6163 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6164 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6165 r_fb.bloomtexcoord2f[5] = 0;
6166 r_fb.bloomtexcoord2f[6] = 0;
6167 r_fb.bloomtexcoord2f[7] = 0;
6169 switch(vid.renderpath)
6171 case RENDERPATH_GL11:
6172 case RENDERPATH_GL13:
6173 case RENDERPATH_GL20:
6174 case RENDERPATH_SOFT:
6175 case RENDERPATH_GLES1:
6176 case RENDERPATH_GLES2:
6178 case RENDERPATH_D3D9:
6179 case RENDERPATH_D3D10:
6180 case RENDERPATH_D3D11:
6183 for (i = 0;i < 4;i++)
6185 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6186 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6187 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6188 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6194 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6197 r_refdef.view.clear = true;
6200 static void R_Bloom_MakeTexture(void)
6203 float xoffset, yoffset, r, brighten;
6205 float colorscale = r_bloom_colorscale.value;
6207 r_refdef.stats.bloom++;
6211 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6212 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6215 // scale down screen texture to the bloom texture size
6217 r_fb.bloomindex = 0;
6218 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6219 R_SetViewport(&r_fb.bloomviewport);
6220 GL_BlendFunc(GL_ONE, GL_ZERO);
6221 GL_Color(colorscale, colorscale, colorscale, 1);
6222 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6223 switch(vid.renderpath)
6225 case RENDERPATH_GL11:
6226 case RENDERPATH_GL13:
6227 case RENDERPATH_GL20:
6228 case RENDERPATH_GLES1:
6229 case RENDERPATH_GLES2:
6230 case RENDERPATH_SOFT:
6231 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6233 case RENDERPATH_D3D9:
6234 case RENDERPATH_D3D10:
6235 case RENDERPATH_D3D11:
6236 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6239 // TODO: do boxfilter scale-down in shader?
6240 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6241 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6242 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6244 // we now have a properly scaled bloom image
6245 if (!r_fb.bloomfbo[r_fb.bloomindex])
6247 // copy it into the bloom texture
6248 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6249 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6252 // multiply bloom image by itself as many times as desired
6253 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6255 intex = r_fb.bloomtexture[r_fb.bloomindex];
6256 r_fb.bloomindex ^= 1;
6257 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6259 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6260 if (!r_fb.bloomfbo[r_fb.bloomindex])
6262 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6263 GL_Color(r,r,r,1); // apply fix factor
6268 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6269 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6270 GL_Color(1,1,1,1); // no fix factor supported here
6272 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6273 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6274 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6275 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6277 if (!r_fb.bloomfbo[r_fb.bloomindex])
6279 // copy the darkened image to a texture
6280 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6281 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6285 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6286 brighten = r_bloom_brighten.value;
6287 brighten = sqrt(brighten);
6289 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6291 for (dir = 0;dir < 2;dir++)
6293 intex = r_fb.bloomtexture[r_fb.bloomindex];
6294 r_fb.bloomindex ^= 1;
6295 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6296 // blend on at multiple vertical offsets to achieve a vertical blur
6297 // TODO: do offset blends using GLSL
6298 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6299 GL_BlendFunc(GL_ONE, GL_ZERO);
6300 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6301 for (x = -range;x <= range;x++)
6303 if (!dir){xoffset = 0;yoffset = x;}
6304 else {xoffset = x;yoffset = 0;}
6305 xoffset /= (float)r_fb.bloomtexturewidth;
6306 yoffset /= (float)r_fb.bloomtextureheight;
6307 // compute a texcoord array with the specified x and y offset
6308 r_fb.offsettexcoord2f[0] = xoffset+0;
6309 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6310 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6311 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6312 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6313 r_fb.offsettexcoord2f[5] = yoffset+0;
6314 r_fb.offsettexcoord2f[6] = xoffset+0;
6315 r_fb.offsettexcoord2f[7] = yoffset+0;
6316 // this r value looks like a 'dot' particle, fading sharply to
6317 // black at the edges
6318 // (probably not realistic but looks good enough)
6319 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6320 //r = brighten/(range*2+1);
6321 r = brighten / (range * 2 + 1);
6323 r *= (1 - x*x/(float)(range*range));
6324 GL_Color(r, r, r, 1);
6325 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6326 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6327 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6328 GL_BlendFunc(GL_ONE, GL_ONE);
6331 if (!r_fb.bloomfbo[r_fb.bloomindex])
6333 // copy the vertically or horizontally blurred bloom view to a texture
6334 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6335 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6340 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6342 unsigned int permutation;
6343 float uservecs[4][4];
6345 switch (vid.renderpath)
6347 case RENDERPATH_GL20:
6348 case RENDERPATH_D3D9:
6349 case RENDERPATH_D3D10:
6350 case RENDERPATH_D3D11:
6351 case RENDERPATH_SOFT:
6352 case RENDERPATH_GLES2:
6354 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6355 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6356 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6357 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6358 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6360 if (r_fb.colortexture)
6364 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6365 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6368 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6370 // declare variables
6371 float blur_factor, blur_mouseaccel, blur_velocity;
6372 static float blur_average;
6373 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6375 // set a goal for the factoring
6376 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6377 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6378 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6379 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6380 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6381 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6383 // from the goal, pick an averaged value between goal and last value
6384 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6385 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6387 // enforce minimum amount of blur
6388 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6390 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6392 // calculate values into a standard alpha
6393 cl.motionbluralpha = 1 - exp(-
6395 (r_motionblur.value * blur_factor / 80)
6397 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6400 max(0.0001, cl.time - cl.oldtime) // fps independent
6403 // randomization for the blur value to combat persistent ghosting
6404 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6405 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6408 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6409 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6411 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6412 GL_Color(1, 1, 1, cl.motionbluralpha);
6413 switch(vid.renderpath)
6415 case RENDERPATH_GL11:
6416 case RENDERPATH_GL13:
6417 case RENDERPATH_GL20:
6418 case RENDERPATH_GLES1:
6419 case RENDERPATH_GLES2:
6420 case RENDERPATH_SOFT:
6421 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6423 case RENDERPATH_D3D9:
6424 case RENDERPATH_D3D10:
6425 case RENDERPATH_D3D11:
6426 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6429 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6430 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6431 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6434 // updates old view angles for next pass
6435 VectorCopy(cl.viewangles, blur_oldangles);
6437 // copy view into the ghost texture
6438 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6439 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6440 r_fb.ghosttexture_valid = true;
6445 // no r_fb.colortexture means we're rendering to the real fb
6446 // we may still have to do view tint...
6447 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6449 // apply a color tint to the whole view
6450 R_ResetViewRendering2D(0, NULL, NULL);
6451 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6452 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6453 R_SetupShader_Generic_NoTexture(false, true);
6454 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6455 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6457 break; // no screen processing, no bloom, skip it
6460 if (r_fb.bloomtexture[0])
6462 // make the bloom texture
6463 R_Bloom_MakeTexture();
6466 #if _MSC_VER >= 1400
6467 #define sscanf sscanf_s
6469 memset(uservecs, 0, sizeof(uservecs));
6470 if (r_glsl_postprocess_uservec1_enable.integer)
6471 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6472 if (r_glsl_postprocess_uservec2_enable.integer)
6473 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6474 if (r_glsl_postprocess_uservec3_enable.integer)
6475 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6476 if (r_glsl_postprocess_uservec4_enable.integer)
6477 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6479 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6480 GL_Color(1, 1, 1, 1);
6481 GL_BlendFunc(GL_ONE, GL_ZERO);
6483 switch(vid.renderpath)
6485 case RENDERPATH_GL20:
6486 case RENDERPATH_GLES2:
6487 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6488 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6489 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6490 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6491 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6492 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]);
6493 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6494 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]);
6495 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]);
6496 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]);
6497 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]);
6498 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6499 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6500 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);
6502 case RENDERPATH_D3D9:
6504 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6505 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6506 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6507 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6508 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6509 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6510 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6511 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6512 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6513 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6514 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6515 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6516 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6517 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6518 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6521 case RENDERPATH_D3D10:
6522 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6524 case RENDERPATH_D3D11:
6525 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6527 case RENDERPATH_SOFT:
6528 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6529 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6530 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6531 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6532 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6533 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6534 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6535 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6536 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6537 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6538 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6539 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6540 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6541 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6546 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6547 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6549 case RENDERPATH_GL11:
6550 case RENDERPATH_GL13:
6551 case RENDERPATH_GLES1:
6552 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6554 // apply a color tint to the whole view
6555 R_ResetViewRendering2D(0, NULL, NULL);
6556 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6557 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6558 R_SetupShader_Generic_NoTexture(false, true);
6559 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6560 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6566 matrix4x4_t r_waterscrollmatrix;
6568 void R_UpdateFog(void)
6571 if (gamemode == GAME_NEHAHRA)
6573 if (gl_fogenable.integer)
6575 r_refdef.oldgl_fogenable = true;
6576 r_refdef.fog_density = gl_fogdensity.value;
6577 r_refdef.fog_red = gl_fogred.value;
6578 r_refdef.fog_green = gl_foggreen.value;
6579 r_refdef.fog_blue = gl_fogblue.value;
6580 r_refdef.fog_alpha = 1;
6581 r_refdef.fog_start = 0;
6582 r_refdef.fog_end = gl_skyclip.value;
6583 r_refdef.fog_height = 1<<30;
6584 r_refdef.fog_fadedepth = 128;
6586 else if (r_refdef.oldgl_fogenable)
6588 r_refdef.oldgl_fogenable = false;
6589 r_refdef.fog_density = 0;
6590 r_refdef.fog_red = 0;
6591 r_refdef.fog_green = 0;
6592 r_refdef.fog_blue = 0;
6593 r_refdef.fog_alpha = 0;
6594 r_refdef.fog_start = 0;
6595 r_refdef.fog_end = 0;
6596 r_refdef.fog_height = 1<<30;
6597 r_refdef.fog_fadedepth = 128;
6602 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6603 r_refdef.fog_start = max(0, r_refdef.fog_start);
6604 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6606 if (r_refdef.fog_density && r_drawfog.integer)
6608 r_refdef.fogenabled = true;
6609 // this is the point where the fog reaches 0.9986 alpha, which we
6610 // consider a good enough cutoff point for the texture
6611 // (0.9986 * 256 == 255.6)
6612 if (r_fog_exp2.integer)
6613 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6615 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6616 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6617 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6618 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6619 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6620 R_BuildFogHeightTexture();
6621 // fog color was already set
6622 // update the fog texture
6623 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)
6624 R_BuildFogTexture();
6625 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6626 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6629 r_refdef.fogenabled = false;
6632 if (r_refdef.fog_density)
6634 r_refdef.fogcolor[0] = r_refdef.fog_red;
6635 r_refdef.fogcolor[1] = r_refdef.fog_green;
6636 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6638 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6639 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6640 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6641 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6645 VectorCopy(r_refdef.fogcolor, fogvec);
6646 // color.rgb *= ContrastBoost * SceneBrightness;
6647 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6648 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6649 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6650 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6655 void R_UpdateVariables(void)
6659 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6661 r_refdef.farclip = r_farclip_base.value;
6662 if (r_refdef.scene.worldmodel)
6663 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6664 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6666 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6667 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6668 r_refdef.polygonfactor = 0;
6669 r_refdef.polygonoffset = 0;
6670 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6671 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6673 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6674 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6675 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6676 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6677 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6678 if (FAKELIGHT_ENABLED)
6680 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6682 else if (r_refdef.scene.worldmodel)
6684 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6686 if (r_showsurfaces.integer)
6688 r_refdef.scene.rtworld = false;
6689 r_refdef.scene.rtworldshadows = false;
6690 r_refdef.scene.rtdlight = false;
6691 r_refdef.scene.rtdlightshadows = false;
6692 r_refdef.lightmapintensity = 0;
6695 switch(vid.renderpath)
6697 case RENDERPATH_GL20:
6698 case RENDERPATH_D3D9:
6699 case RENDERPATH_D3D10:
6700 case RENDERPATH_D3D11:
6701 case RENDERPATH_SOFT:
6702 case RENDERPATH_GLES2:
6703 if(v_glslgamma.integer && !vid_gammatables_trivial)
6705 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6707 // build GLSL gamma texture
6708 #define RAMPWIDTH 256
6709 unsigned short ramp[RAMPWIDTH * 3];
6710 unsigned char rampbgr[RAMPWIDTH][4];
6713 r_texture_gammaramps_serial = vid_gammatables_serial;
6715 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6716 for(i = 0; i < RAMPWIDTH; ++i)
6718 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6719 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6720 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6723 if (r_texture_gammaramps)
6725 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6729 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6735 // remove GLSL gamma texture
6738 case RENDERPATH_GL11:
6739 case RENDERPATH_GL13:
6740 case RENDERPATH_GLES1:
6745 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6746 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6752 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6753 if( scenetype != r_currentscenetype ) {
6754 // store the old scenetype
6755 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6756 r_currentscenetype = scenetype;
6757 // move in the new scene
6758 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6767 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6769 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6770 if( scenetype == r_currentscenetype ) {
6771 return &r_refdef.scene;
6773 return &r_scenes_store[ scenetype ];
6777 static int R_SortEntities_Compare(const void *ap, const void *bp)
6779 const entity_render_t *a = *(const entity_render_t **)ap;
6780 const entity_render_t *b = *(const entity_render_t **)bp;
6783 if(a->model < b->model)
6785 if(a->model > b->model)
6789 // TODO possibly calculate the REAL skinnum here first using
6791 if(a->skinnum < b->skinnum)
6793 if(a->skinnum > b->skinnum)
6796 // everything we compared is equal
6799 static void R_SortEntities(void)
6801 // below or equal 2 ents, sorting never gains anything
6802 if(r_refdef.scene.numentities <= 2)
6805 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6813 int dpsoftrast_test;
6814 extern cvar_t r_shadow_bouncegrid;
6815 void R_RenderView(void)
6817 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6819 rtexture_t *depthtexture;
6820 rtexture_t *colortexture;
6822 dpsoftrast_test = r_test.integer;
6824 if (r_timereport_active)
6825 R_TimeReport("start");
6826 r_textureframe++; // used only by R_GetCurrentTexture
6827 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6829 if(R_CompileShader_CheckStaticParms())
6832 if (!r_drawentities.integer)
6833 r_refdef.scene.numentities = 0;
6834 else if (r_sortentities.integer)
6837 R_AnimCache_ClearCache();
6838 R_FrameData_NewFrame();
6840 /* adjust for stereo display */
6841 if(R_Stereo_Active())
6843 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);
6844 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6847 if (r_refdef.view.isoverlay)
6849 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6850 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6851 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6852 R_TimeReport("depthclear");
6854 r_refdef.view.showdebug = false;
6856 r_fb.water.enabled = false;
6857 r_fb.water.numwaterplanes = 0;
6859 R_RenderScene(0, NULL, NULL);
6861 r_refdef.view.matrix = originalmatrix;
6867 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6869 r_refdef.view.matrix = originalmatrix;
6873 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6875 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6876 // in sRGB fallback, behave similar to true sRGB: convert this
6877 // value from linear to sRGB
6878 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6880 R_RenderView_UpdateViewVectors();
6882 R_Shadow_UpdateWorldLightSelection();
6884 R_Bloom_StartFrame();
6885 R_Water_StartFrame();
6887 // now we probably have an fbo to render into
6889 depthtexture = r_fb.depthtexture;
6890 colortexture = r_fb.colortexture;
6893 if (r_timereport_active)
6894 R_TimeReport("viewsetup");
6896 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6898 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6900 R_ClearScreen(r_refdef.fogenabled);
6901 if (r_timereport_active)
6902 R_TimeReport("viewclear");
6904 r_refdef.view.clear = true;
6906 r_refdef.view.showdebug = true;
6909 if (r_timereport_active)
6910 R_TimeReport("visibility");
6912 R_Shadow_UpdateBounceGridTexture();
6913 if (r_timereport_active && r_shadow_bouncegrid.integer)
6914 R_TimeReport("bouncegrid");
6916 r_fb.water.numwaterplanes = 0;
6917 if (r_fb.water.enabled)
6918 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6920 R_RenderScene(fbo, depthtexture, colortexture);
6921 r_fb.water.numwaterplanes = 0;
6923 R_BlendView(fbo, depthtexture, colortexture);
6924 if (r_timereport_active)
6925 R_TimeReport("blendview");
6927 GL_Scissor(0, 0, vid.width, vid.height);
6928 GL_ScissorTest(false);
6930 r_refdef.view.matrix = originalmatrix;
6935 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6937 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6939 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6940 if (r_timereport_active)
6941 R_TimeReport("waterworld");
6944 // don't let sound skip if going slow
6945 if (r_refdef.scene.extraupdate)
6948 R_DrawModelsAddWaterPlanes();
6949 if (r_timereport_active)
6950 R_TimeReport("watermodels");
6952 if (r_fb.water.numwaterplanes)
6954 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6955 if (r_timereport_active)
6956 R_TimeReport("waterscenes");
6960 extern cvar_t cl_locs_show;
6961 static void R_DrawLocs(void);
6962 static void R_DrawEntityBBoxes(void);
6963 static void R_DrawModelDecals(void);
6964 extern cvar_t cl_decals_newsystem;
6965 extern qboolean r_shadow_usingdeferredprepass;
6966 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6968 qboolean shadowmapping = false;
6970 if (r_timereport_active)
6971 R_TimeReport("beginscene");
6973 r_refdef.stats.renders++;
6977 // don't let sound skip if going slow
6978 if (r_refdef.scene.extraupdate)
6981 R_MeshQueue_BeginScene();
6985 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);
6987 if (r_timereport_active)
6988 R_TimeReport("skystartframe");
6990 if (cl.csqc_vidvars.drawworld)
6992 // don't let sound skip if going slow
6993 if (r_refdef.scene.extraupdate)
6996 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6998 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6999 if (r_timereport_active)
7000 R_TimeReport("worldsky");
7003 if (R_DrawBrushModelsSky() && r_timereport_active)
7004 R_TimeReport("bmodelsky");
7006 if (skyrendermasked && skyrenderlater)
7008 // we have to force off the water clipping plane while rendering sky
7009 R_SetupView(false, fbo, depthtexture, colortexture);
7011 R_SetupView(true, fbo, depthtexture, colortexture);
7012 if (r_timereport_active)
7013 R_TimeReport("sky");
7017 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7018 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7019 R_Shadow_PrepareModelShadows();
7020 if (r_timereport_active)
7021 R_TimeReport("preparelights");
7023 if (R_Shadow_ShadowMappingEnabled())
7024 shadowmapping = true;
7026 if (r_shadow_usingdeferredprepass)
7027 R_Shadow_DrawPrepass();
7029 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7031 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7032 if (r_timereport_active)
7033 R_TimeReport("worlddepth");
7035 if (r_depthfirst.integer >= 2)
7037 R_DrawModelsDepth();
7038 if (r_timereport_active)
7039 R_TimeReport("modeldepth");
7042 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7044 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7045 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7046 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7047 // don't let sound skip if going slow
7048 if (r_refdef.scene.extraupdate)
7052 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7054 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7055 if (r_timereport_active)
7056 R_TimeReport("world");
7059 // don't let sound skip if going slow
7060 if (r_refdef.scene.extraupdate)
7064 if (r_timereport_active)
7065 R_TimeReport("models");
7067 // don't let sound skip if going slow
7068 if (r_refdef.scene.extraupdate)
7071 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7073 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7074 R_DrawModelShadows(fbo, depthtexture, colortexture);
7075 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7076 // don't let sound skip if going slow
7077 if (r_refdef.scene.extraupdate)
7081 if (!r_shadow_usingdeferredprepass)
7083 R_Shadow_DrawLights();
7084 if (r_timereport_active)
7085 R_TimeReport("rtlights");
7088 // don't let sound skip if going slow
7089 if (r_refdef.scene.extraupdate)
7092 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7094 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7095 R_DrawModelShadows(fbo, depthtexture, colortexture);
7096 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7097 // don't let sound skip if going slow
7098 if (r_refdef.scene.extraupdate)
7102 if (cl.csqc_vidvars.drawworld)
7104 if (cl_decals_newsystem.integer)
7106 R_DrawModelDecals();
7107 if (r_timereport_active)
7108 R_TimeReport("modeldecals");
7113 if (r_timereport_active)
7114 R_TimeReport("decals");
7118 if (r_timereport_active)
7119 R_TimeReport("particles");
7122 if (r_timereport_active)
7123 R_TimeReport("explosions");
7125 R_DrawLightningBeams();
7126 if (r_timereport_active)
7127 R_TimeReport("lightning");
7131 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7133 if (r_refdef.view.showdebug)
7135 if (cl_locs_show.integer)
7138 if (r_timereport_active)
7139 R_TimeReport("showlocs");
7142 if (r_drawportals.integer)
7145 if (r_timereport_active)
7146 R_TimeReport("portals");
7149 if (r_showbboxes.value > 0)
7151 R_DrawEntityBBoxes();
7152 if (r_timereport_active)
7153 R_TimeReport("bboxes");
7157 if (r_transparent.integer)
7159 R_MeshQueue_RenderTransparent();
7160 if (r_timereport_active)
7161 R_TimeReport("drawtrans");
7164 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))
7166 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7167 if (r_timereport_active)
7168 R_TimeReport("worlddebug");
7169 R_DrawModelsDebug();
7170 if (r_timereport_active)
7171 R_TimeReport("modeldebug");
7174 if (cl.csqc_vidvars.drawworld)
7176 R_Shadow_DrawCoronas();
7177 if (r_timereport_active)
7178 R_TimeReport("coronas");
7183 GL_DepthTest(false);
7184 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7185 GL_Color(1, 1, 1, 1);
7186 qglBegin(GL_POLYGON);
7187 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7188 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7189 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7190 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7192 qglBegin(GL_POLYGON);
7193 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7194 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7195 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7196 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7198 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7202 // don't let sound skip if going slow
7203 if (r_refdef.scene.extraupdate)
7207 static const unsigned short bboxelements[36] =
7217 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7220 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7222 RSurf_ActiveWorldEntity();
7224 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7225 GL_DepthMask(false);
7226 GL_DepthRange(0, 1);
7227 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7228 // R_Mesh_ResetTextureState();
7230 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7231 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7232 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7233 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7234 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7235 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7236 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7237 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7238 R_FillColors(color4f, 8, cr, cg, cb, ca);
7239 if (r_refdef.fogenabled)
7241 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7243 f1 = RSurf_FogVertex(v);
7245 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7246 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7247 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7250 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7251 R_Mesh_ResetTextureState();
7252 R_SetupShader_Generic_NoTexture(false, false);
7253 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7256 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7258 prvm_prog_t *prog = SVVM_prog;
7261 prvm_edict_t *edict;
7263 // this function draws bounding boxes of server entities
7267 GL_CullFace(GL_NONE);
7268 R_SetupShader_Generic_NoTexture(false, false);
7270 for (i = 0;i < numsurfaces;i++)
7272 edict = PRVM_EDICT_NUM(surfacelist[i]);
7273 switch ((int)PRVM_serveredictfloat(edict, solid))
7275 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7276 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7277 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7278 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7279 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7280 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7281 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7283 color[3] *= r_showbboxes.value;
7284 color[3] = bound(0, color[3], 1);
7285 GL_DepthTest(!r_showdisabledepthtest.integer);
7286 GL_CullFace(r_refdef.view.cullface_front);
7287 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7291 static void R_DrawEntityBBoxes(void)
7294 prvm_edict_t *edict;
7296 prvm_prog_t *prog = SVVM_prog;
7298 // this function draws bounding boxes of server entities
7302 for (i = 0;i < prog->num_edicts;i++)
7304 edict = PRVM_EDICT_NUM(i);
7305 if (edict->priv.server->free)
7307 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7308 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7310 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7312 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7313 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7317 static const int nomodelelement3i[24] =
7329 static const unsigned short nomodelelement3s[24] =
7341 static const float nomodelvertex3f[6*3] =
7351 static const float nomodelcolor4f[6*4] =
7353 0.0f, 0.0f, 0.5f, 1.0f,
7354 0.0f, 0.0f, 0.5f, 1.0f,
7355 0.0f, 0.5f, 0.0f, 1.0f,
7356 0.0f, 0.5f, 0.0f, 1.0f,
7357 0.5f, 0.0f, 0.0f, 1.0f,
7358 0.5f, 0.0f, 0.0f, 1.0f
7361 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7367 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);
7369 // this is only called once per entity so numsurfaces is always 1, and
7370 // surfacelist is always {0}, so this code does not handle batches
7372 if (rsurface.ent_flags & RENDER_ADDITIVE)
7374 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7375 GL_DepthMask(false);
7377 else if (rsurface.colormod[3] < 1)
7379 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7380 GL_DepthMask(false);
7384 GL_BlendFunc(GL_ONE, GL_ZERO);
7387 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7388 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7389 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7390 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7391 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7392 for (i = 0, c = color4f;i < 6;i++, c += 4)
7394 c[0] *= rsurface.colormod[0];
7395 c[1] *= rsurface.colormod[1];
7396 c[2] *= rsurface.colormod[2];
7397 c[3] *= rsurface.colormod[3];
7399 if (r_refdef.fogenabled)
7401 for (i = 0, c = color4f;i < 6;i++, c += 4)
7403 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7405 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7406 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7407 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7410 // R_Mesh_ResetTextureState();
7411 R_SetupShader_Generic_NoTexture(false, false);
7412 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7413 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7416 void R_DrawNoModel(entity_render_t *ent)
7419 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7420 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7421 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7423 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7426 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7428 vec3_t right1, right2, diff, normal;
7430 VectorSubtract (org2, org1, normal);
7432 // calculate 'right' vector for start
7433 VectorSubtract (r_refdef.view.origin, org1, diff);
7434 CrossProduct (normal, diff, right1);
7435 VectorNormalize (right1);
7437 // calculate 'right' vector for end
7438 VectorSubtract (r_refdef.view.origin, org2, diff);
7439 CrossProduct (normal, diff, right2);
7440 VectorNormalize (right2);
7442 vert[ 0] = org1[0] + width * right1[0];
7443 vert[ 1] = org1[1] + width * right1[1];
7444 vert[ 2] = org1[2] + width * right1[2];
7445 vert[ 3] = org1[0] - width * right1[0];
7446 vert[ 4] = org1[1] - width * right1[1];
7447 vert[ 5] = org1[2] - width * right1[2];
7448 vert[ 6] = org2[0] - width * right2[0];
7449 vert[ 7] = org2[1] - width * right2[1];
7450 vert[ 8] = org2[2] - width * right2[2];
7451 vert[ 9] = org2[0] + width * right2[0];
7452 vert[10] = org2[1] + width * right2[1];
7453 vert[11] = org2[2] + width * right2[2];
7456 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)
7458 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7459 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7460 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7461 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7462 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7463 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7464 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7465 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7466 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7467 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7468 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7469 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7472 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7477 VectorSet(v, x, y, z);
7478 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7479 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7481 if (i == mesh->numvertices)
7483 if (mesh->numvertices < mesh->maxvertices)
7485 VectorCopy(v, vertex3f);
7486 mesh->numvertices++;
7488 return mesh->numvertices;
7494 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7498 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7499 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7500 e = mesh->element3i + mesh->numtriangles * 3;
7501 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7503 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7504 if (mesh->numtriangles < mesh->maxtriangles)
7509 mesh->numtriangles++;
7511 element[1] = element[2];
7515 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7519 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7520 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7521 e = mesh->element3i + mesh->numtriangles * 3;
7522 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7524 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7525 if (mesh->numtriangles < mesh->maxtriangles)
7530 mesh->numtriangles++;
7532 element[1] = element[2];
7536 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7537 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7539 int planenum, planenum2;
7542 mplane_t *plane, *plane2;
7544 double temppoints[2][256*3];
7545 // figure out how large a bounding box we need to properly compute this brush
7547 for (w = 0;w < numplanes;w++)
7548 maxdist = max(maxdist, fabs(planes[w].dist));
7549 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7550 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7551 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7555 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7556 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7558 if (planenum2 == planenum)
7560 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);
7563 if (tempnumpoints < 3)
7565 // generate elements forming a triangle fan for this polygon
7566 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7570 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7572 texturelayer_t *layer;
7573 layer = t->currentlayers + t->currentnumlayers++;
7575 layer->depthmask = depthmask;
7576 layer->blendfunc1 = blendfunc1;
7577 layer->blendfunc2 = blendfunc2;
7578 layer->texture = texture;
7579 layer->texmatrix = *matrix;
7580 layer->color[0] = r;
7581 layer->color[1] = g;
7582 layer->color[2] = b;
7583 layer->color[3] = a;
7586 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7588 if(parms[0] == 0 && parms[1] == 0)
7590 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7591 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7596 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7599 index = parms[2] + rsurface.shadertime * parms[3];
7600 index -= floor(index);
7601 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7604 case Q3WAVEFUNC_NONE:
7605 case Q3WAVEFUNC_NOISE:
7606 case Q3WAVEFUNC_COUNT:
7609 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7610 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7611 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7612 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7613 case Q3WAVEFUNC_TRIANGLE:
7615 f = index - floor(index);
7628 f = parms[0] + parms[1] * f;
7629 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7630 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7634 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7640 matrix4x4_t matrix, temp;
7641 switch(tcmod->tcmod)
7645 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7646 matrix = r_waterscrollmatrix;
7648 matrix = identitymatrix;
7650 case Q3TCMOD_ENTITYTRANSLATE:
7651 // this is used in Q3 to allow the gamecode to control texcoord
7652 // scrolling on the entity, which is not supported in darkplaces yet.
7653 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7655 case Q3TCMOD_ROTATE:
7656 f = tcmod->parms[0] * rsurface.shadertime;
7657 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7658 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7659 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7662 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7664 case Q3TCMOD_SCROLL:
7665 // extra care is needed because of precision breakdown with large values of time
7666 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7667 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7668 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7670 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7671 w = (int) tcmod->parms[0];
7672 h = (int) tcmod->parms[1];
7673 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7675 idx = (int) floor(f * w * h);
7676 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7678 case Q3TCMOD_STRETCH:
7679 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7680 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7682 case Q3TCMOD_TRANSFORM:
7683 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7684 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7685 VectorSet(tcmat + 6, 0 , 0 , 1);
7686 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7687 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7689 case Q3TCMOD_TURBULENT:
7690 // this is handled in the RSurf_PrepareVertices function
7691 matrix = identitymatrix;
7695 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7698 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7700 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7701 char name[MAX_QPATH];
7702 skinframe_t *skinframe;
7703 unsigned char pixels[296*194];
7704 strlcpy(cache->name, skinname, sizeof(cache->name));
7705 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7706 if (developer_loading.integer)
7707 Con_Printf("loading %s\n", name);
7708 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7709 if (!skinframe || !skinframe->base)
7712 fs_offset_t filesize;
7714 f = FS_LoadFile(name, tempmempool, true, &filesize);
7717 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7718 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7722 cache->skinframe = skinframe;
7725 texture_t *R_GetCurrentTexture(texture_t *t)
7728 const entity_render_t *ent = rsurface.entity;
7729 dp_model_t *model = ent->model;
7730 q3shaderinfo_layer_tcmod_t *tcmod;
7732 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7733 return t->currentframe;
7734 t->update_lastrenderframe = r_textureframe;
7735 t->update_lastrenderentity = (void *)ent;
7737 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7738 t->camera_entity = ent->entitynumber;
7740 t->camera_entity = 0;
7742 // switch to an alternate material if this is a q1bsp animated material
7744 texture_t *texture = t;
7745 int s = rsurface.ent_skinnum;
7746 if ((unsigned int)s >= (unsigned int)model->numskins)
7748 if (model->skinscenes)
7750 if (model->skinscenes[s].framecount > 1)
7751 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7753 s = model->skinscenes[s].firstframe;
7756 t = t + s * model->num_surfaces;
7759 // use an alternate animation if the entity's frame is not 0,
7760 // and only if the texture has an alternate animation
7761 if (rsurface.ent_alttextures && t->anim_total[1])
7762 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7764 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7766 texture->currentframe = t;
7769 // update currentskinframe to be a qw skin or animation frame
7770 if (rsurface.ent_qwskin >= 0)
7772 i = rsurface.ent_qwskin;
7773 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7775 r_qwskincache_size = cl.maxclients;
7777 Mem_Free(r_qwskincache);
7778 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7780 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7781 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7782 t->currentskinframe = r_qwskincache[i].skinframe;
7783 if (t->currentskinframe == NULL)
7784 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7786 else if (t->numskinframes >= 2)
7787 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7788 if (t->backgroundnumskinframes >= 2)
7789 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7791 t->currentmaterialflags = t->basematerialflags;
7792 t->currentalpha = rsurface.colormod[3];
7793 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7794 t->currentalpha *= r_wateralpha.value;
7795 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7796 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7797 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7798 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7799 if (!(rsurface.ent_flags & RENDER_LIGHT))
7800 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7801 else if (FAKELIGHT_ENABLED)
7803 // no modellight if using fakelight for the map
7805 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7807 // pick a model lighting mode
7808 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7809 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7811 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7813 if (rsurface.ent_flags & RENDER_ADDITIVE)
7814 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7815 else if (t->currentalpha < 1)
7816 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7817 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7818 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7819 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7820 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7821 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7822 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7823 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7824 if (t->backgroundnumskinframes)
7825 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7826 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7828 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7829 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7832 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7833 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7835 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7836 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7838 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7839 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7841 // there is no tcmod
7842 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7844 t->currenttexmatrix = r_waterscrollmatrix;
7845 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7847 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7849 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7850 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7853 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7854 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7855 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7856 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7858 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7859 if (t->currentskinframe->qpixels)
7860 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7861 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7862 if (!t->basetexture)
7863 t->basetexture = r_texture_notexture;
7864 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7865 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7866 t->nmaptexture = t->currentskinframe->nmap;
7867 if (!t->nmaptexture)
7868 t->nmaptexture = r_texture_blanknormalmap;
7869 t->glosstexture = r_texture_black;
7870 t->glowtexture = t->currentskinframe->glow;
7871 t->fogtexture = t->currentskinframe->fog;
7872 t->reflectmasktexture = t->currentskinframe->reflect;
7873 if (t->backgroundnumskinframes)
7875 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7876 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7877 t->backgroundglosstexture = r_texture_black;
7878 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7879 if (!t->backgroundnmaptexture)
7880 t->backgroundnmaptexture = r_texture_blanknormalmap;
7884 t->backgroundbasetexture = r_texture_white;
7885 t->backgroundnmaptexture = r_texture_blanknormalmap;
7886 t->backgroundglosstexture = r_texture_black;
7887 t->backgroundglowtexture = NULL;
7889 t->specularpower = r_shadow_glossexponent.value;
7890 // TODO: store reference values for these in the texture?
7891 t->specularscale = 0;
7892 if (r_shadow_gloss.integer > 0)
7894 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7896 if (r_shadow_glossintensity.value > 0)
7898 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7899 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7900 t->specularscale = r_shadow_glossintensity.value;
7903 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7905 t->glosstexture = r_texture_white;
7906 t->backgroundglosstexture = r_texture_white;
7907 t->specularscale = r_shadow_gloss2intensity.value;
7908 t->specularpower = r_shadow_gloss2exponent.value;
7911 t->specularscale *= t->specularscalemod;
7912 t->specularpower *= t->specularpowermod;
7913 t->rtlightambient = 0;
7915 // lightmaps mode looks bad with dlights using actual texturing, so turn
7916 // off the colormap and glossmap, but leave the normalmap on as it still
7917 // accurately represents the shading involved
7918 if (gl_lightmaps.integer)
7920 t->basetexture = r_texture_grey128;
7921 t->pantstexture = r_texture_black;
7922 t->shirttexture = r_texture_black;
7923 t->nmaptexture = r_texture_blanknormalmap;
7924 t->glosstexture = r_texture_black;
7925 t->glowtexture = NULL;
7926 t->fogtexture = NULL;
7927 t->reflectmasktexture = NULL;
7928 t->backgroundbasetexture = NULL;
7929 t->backgroundnmaptexture = r_texture_blanknormalmap;
7930 t->backgroundglosstexture = r_texture_black;
7931 t->backgroundglowtexture = NULL;
7932 t->specularscale = 0;
7933 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7936 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7937 VectorClear(t->dlightcolor);
7938 t->currentnumlayers = 0;
7939 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7941 int blendfunc1, blendfunc2;
7943 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7945 blendfunc1 = GL_SRC_ALPHA;
7946 blendfunc2 = GL_ONE;
7948 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7950 blendfunc1 = GL_SRC_ALPHA;
7951 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7953 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7955 blendfunc1 = t->customblendfunc[0];
7956 blendfunc2 = t->customblendfunc[1];
7960 blendfunc1 = GL_ONE;
7961 blendfunc2 = GL_ZERO;
7963 // don't colormod evilblend textures
7964 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7965 VectorSet(t->lightmapcolor, 1, 1, 1);
7966 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7967 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7969 // fullbright is not affected by r_refdef.lightmapintensity
7970 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7971 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7972 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7973 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7974 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7978 vec3_t ambientcolor;
7980 // set the color tint used for lights affecting this surface
7981 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7983 // q3bsp has no lightmap updates, so the lightstylevalue that
7984 // would normally be baked into the lightmap must be
7985 // applied to the color
7986 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7987 if (model->type == mod_brushq3)
7988 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7989 colorscale *= r_refdef.lightmapintensity;
7990 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7991 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7992 // basic lit geometry
7993 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
7994 // add pants/shirt if needed
7995 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7996 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7997 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7998 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7999 // now add ambient passes if needed
8000 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8002 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8003 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8004 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8005 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8006 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8009 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8010 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8011 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8013 // if this is opaque use alpha blend which will darken the earlier
8016 // if this is an alpha blended material, all the earlier passes
8017 // were darkened by fog already, so we only need to add the fog
8018 // color ontop through the fog mask texture
8020 // if this is an additive blended material, all the earlier passes
8021 // were darkened by fog already, and we should not add fog color
8022 // (because the background was not darkened, there is no fog color
8023 // that was lost behind it).
8024 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8028 return t->currentframe;
8031 rsurfacestate_t rsurface;
8033 void RSurf_ActiveWorldEntity(void)
8035 dp_model_t *model = r_refdef.scene.worldmodel;
8036 //if (rsurface.entity == r_refdef.scene.worldentity)
8038 rsurface.entity = r_refdef.scene.worldentity;
8039 rsurface.skeleton = NULL;
8040 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8041 rsurface.ent_skinnum = 0;
8042 rsurface.ent_qwskin = -1;
8043 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8044 rsurface.shadertime = r_refdef.scene.time;
8045 rsurface.matrix = identitymatrix;
8046 rsurface.inversematrix = identitymatrix;
8047 rsurface.matrixscale = 1;
8048 rsurface.inversematrixscale = 1;
8049 R_EntityMatrix(&identitymatrix);
8050 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8051 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8052 rsurface.fograngerecip = r_refdef.fograngerecip;
8053 rsurface.fogheightfade = r_refdef.fogheightfade;
8054 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8055 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8056 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8057 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8058 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8059 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8060 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8061 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8062 rsurface.colormod[3] = 1;
8063 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8064 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8065 rsurface.frameblend[0].lerp = 1;
8066 rsurface.ent_alttextures = false;
8067 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8068 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8069 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8070 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8071 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8072 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8073 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8074 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8075 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8076 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8077 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8078 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8079 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8080 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8081 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8082 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8083 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8084 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8085 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8086 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8087 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8088 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8089 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8090 rsurface.modelelement3i = model->surfmesh.data_element3i;
8091 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8092 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8093 rsurface.modelelement3s = model->surfmesh.data_element3s;
8094 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8095 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8096 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8097 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8098 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8099 rsurface.modelsurfaces = model->data_surfaces;
8100 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8101 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8102 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8103 rsurface.modelgeneratedvertex = false;
8104 rsurface.batchgeneratedvertex = false;
8105 rsurface.batchfirstvertex = 0;
8106 rsurface.batchnumvertices = 0;
8107 rsurface.batchfirsttriangle = 0;
8108 rsurface.batchnumtriangles = 0;
8109 rsurface.batchvertex3f = NULL;
8110 rsurface.batchvertex3f_vertexbuffer = NULL;
8111 rsurface.batchvertex3f_bufferoffset = 0;
8112 rsurface.batchsvector3f = NULL;
8113 rsurface.batchsvector3f_vertexbuffer = NULL;
8114 rsurface.batchsvector3f_bufferoffset = 0;
8115 rsurface.batchtvector3f = NULL;
8116 rsurface.batchtvector3f_vertexbuffer = NULL;
8117 rsurface.batchtvector3f_bufferoffset = 0;
8118 rsurface.batchnormal3f = NULL;
8119 rsurface.batchnormal3f_vertexbuffer = NULL;
8120 rsurface.batchnormal3f_bufferoffset = 0;
8121 rsurface.batchlightmapcolor4f = NULL;
8122 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8123 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8124 rsurface.batchtexcoordtexture2f = NULL;
8125 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8126 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8127 rsurface.batchtexcoordlightmap2f = NULL;
8128 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8129 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8130 rsurface.batchvertexmesh = NULL;
8131 rsurface.batchvertexmeshbuffer = NULL;
8132 rsurface.batchvertex3fbuffer = NULL;
8133 rsurface.batchelement3i = NULL;
8134 rsurface.batchelement3i_indexbuffer = NULL;
8135 rsurface.batchelement3i_bufferoffset = 0;
8136 rsurface.batchelement3s = NULL;
8137 rsurface.batchelement3s_indexbuffer = NULL;
8138 rsurface.batchelement3s_bufferoffset = 0;
8139 rsurface.passcolor4f = NULL;
8140 rsurface.passcolor4f_vertexbuffer = NULL;
8141 rsurface.passcolor4f_bufferoffset = 0;
8144 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8146 dp_model_t *model = ent->model;
8147 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8149 rsurface.entity = (entity_render_t *)ent;
8150 rsurface.skeleton = ent->skeleton;
8151 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8152 rsurface.ent_skinnum = ent->skinnum;
8153 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;
8154 rsurface.ent_flags = ent->flags;
8155 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8156 rsurface.matrix = ent->matrix;
8157 rsurface.inversematrix = ent->inversematrix;
8158 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8159 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8160 R_EntityMatrix(&rsurface.matrix);
8161 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8162 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8163 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8164 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8165 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8166 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8167 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8168 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8169 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8170 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8171 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8172 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8173 rsurface.colormod[3] = ent->alpha;
8174 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8175 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8176 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8177 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8178 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8179 if (ent->model->brush.submodel && !prepass)
8181 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8182 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8184 if (model->surfmesh.isanimated && model->AnimateVertices)
8186 if (ent->animcache_vertex3f)
8188 rsurface.modelvertex3f = ent->animcache_vertex3f;
8189 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8190 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8191 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8192 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8193 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8194 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8196 else if (wanttangents)
8198 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8199 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8200 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8201 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8202 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8203 rsurface.modelvertexmesh = NULL;
8204 rsurface.modelvertexmeshbuffer = NULL;
8205 rsurface.modelvertex3fbuffer = NULL;
8207 else if (wantnormals)
8209 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8210 rsurface.modelsvector3f = NULL;
8211 rsurface.modeltvector3f = NULL;
8212 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8213 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8214 rsurface.modelvertexmesh = NULL;
8215 rsurface.modelvertexmeshbuffer = NULL;
8216 rsurface.modelvertex3fbuffer = NULL;
8220 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8221 rsurface.modelsvector3f = NULL;
8222 rsurface.modeltvector3f = NULL;
8223 rsurface.modelnormal3f = NULL;
8224 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8225 rsurface.modelvertexmesh = NULL;
8226 rsurface.modelvertexmeshbuffer = NULL;
8227 rsurface.modelvertex3fbuffer = NULL;
8229 rsurface.modelvertex3f_vertexbuffer = 0;
8230 rsurface.modelvertex3f_bufferoffset = 0;
8231 rsurface.modelsvector3f_vertexbuffer = 0;
8232 rsurface.modelsvector3f_bufferoffset = 0;
8233 rsurface.modeltvector3f_vertexbuffer = 0;
8234 rsurface.modeltvector3f_bufferoffset = 0;
8235 rsurface.modelnormal3f_vertexbuffer = 0;
8236 rsurface.modelnormal3f_bufferoffset = 0;
8237 rsurface.modelgeneratedvertex = true;
8241 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8242 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8243 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8244 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8245 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8246 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8247 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8248 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8249 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8250 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8251 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8252 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8253 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8254 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8255 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8256 rsurface.modelgeneratedvertex = false;
8258 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8259 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8260 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8261 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8262 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8263 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8264 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8265 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8266 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8267 rsurface.modelelement3i = model->surfmesh.data_element3i;
8268 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8269 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8270 rsurface.modelelement3s = model->surfmesh.data_element3s;
8271 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8272 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8273 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8274 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8275 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8276 rsurface.modelsurfaces = model->data_surfaces;
8277 rsurface.batchgeneratedvertex = false;
8278 rsurface.batchfirstvertex = 0;
8279 rsurface.batchnumvertices = 0;
8280 rsurface.batchfirsttriangle = 0;
8281 rsurface.batchnumtriangles = 0;
8282 rsurface.batchvertex3f = NULL;
8283 rsurface.batchvertex3f_vertexbuffer = NULL;
8284 rsurface.batchvertex3f_bufferoffset = 0;
8285 rsurface.batchsvector3f = NULL;
8286 rsurface.batchsvector3f_vertexbuffer = NULL;
8287 rsurface.batchsvector3f_bufferoffset = 0;
8288 rsurface.batchtvector3f = NULL;
8289 rsurface.batchtvector3f_vertexbuffer = NULL;
8290 rsurface.batchtvector3f_bufferoffset = 0;
8291 rsurface.batchnormal3f = NULL;
8292 rsurface.batchnormal3f_vertexbuffer = NULL;
8293 rsurface.batchnormal3f_bufferoffset = 0;
8294 rsurface.batchlightmapcolor4f = NULL;
8295 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8296 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8297 rsurface.batchtexcoordtexture2f = NULL;
8298 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8299 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8300 rsurface.batchtexcoordlightmap2f = NULL;
8301 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8302 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8303 rsurface.batchvertexmesh = NULL;
8304 rsurface.batchvertexmeshbuffer = NULL;
8305 rsurface.batchvertex3fbuffer = NULL;
8306 rsurface.batchelement3i = NULL;
8307 rsurface.batchelement3i_indexbuffer = NULL;
8308 rsurface.batchelement3i_bufferoffset = 0;
8309 rsurface.batchelement3s = NULL;
8310 rsurface.batchelement3s_indexbuffer = NULL;
8311 rsurface.batchelement3s_bufferoffset = 0;
8312 rsurface.passcolor4f = NULL;
8313 rsurface.passcolor4f_vertexbuffer = NULL;
8314 rsurface.passcolor4f_bufferoffset = 0;
8317 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)
8319 rsurface.entity = r_refdef.scene.worldentity;
8320 rsurface.skeleton = NULL;
8321 rsurface.ent_skinnum = 0;
8322 rsurface.ent_qwskin = -1;
8323 rsurface.ent_flags = entflags;
8324 rsurface.shadertime = r_refdef.scene.time - shadertime;
8325 rsurface.modelnumvertices = numvertices;
8326 rsurface.modelnumtriangles = numtriangles;
8327 rsurface.matrix = *matrix;
8328 rsurface.inversematrix = *inversematrix;
8329 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8330 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8331 R_EntityMatrix(&rsurface.matrix);
8332 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8333 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8334 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8335 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8336 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8337 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8338 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8339 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8340 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8341 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8342 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8343 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8344 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8345 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8346 rsurface.frameblend[0].lerp = 1;
8347 rsurface.ent_alttextures = false;
8348 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8349 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8352 rsurface.modelvertex3f = (float *)vertex3f;
8353 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8354 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8355 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8357 else if (wantnormals)
8359 rsurface.modelvertex3f = (float *)vertex3f;
8360 rsurface.modelsvector3f = NULL;
8361 rsurface.modeltvector3f = NULL;
8362 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8366 rsurface.modelvertex3f = (float *)vertex3f;
8367 rsurface.modelsvector3f = NULL;
8368 rsurface.modeltvector3f = NULL;
8369 rsurface.modelnormal3f = NULL;
8371 rsurface.modelvertexmesh = NULL;
8372 rsurface.modelvertexmeshbuffer = NULL;
8373 rsurface.modelvertex3fbuffer = NULL;
8374 rsurface.modelvertex3f_vertexbuffer = 0;
8375 rsurface.modelvertex3f_bufferoffset = 0;
8376 rsurface.modelsvector3f_vertexbuffer = 0;
8377 rsurface.modelsvector3f_bufferoffset = 0;
8378 rsurface.modeltvector3f_vertexbuffer = 0;
8379 rsurface.modeltvector3f_bufferoffset = 0;
8380 rsurface.modelnormal3f_vertexbuffer = 0;
8381 rsurface.modelnormal3f_bufferoffset = 0;
8382 rsurface.modelgeneratedvertex = true;
8383 rsurface.modellightmapcolor4f = (float *)color4f;
8384 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8385 rsurface.modellightmapcolor4f_bufferoffset = 0;
8386 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8387 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8388 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8389 rsurface.modeltexcoordlightmap2f = NULL;
8390 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8391 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8392 rsurface.modelelement3i = (int *)element3i;
8393 rsurface.modelelement3i_indexbuffer = NULL;
8394 rsurface.modelelement3i_bufferoffset = 0;
8395 rsurface.modelelement3s = (unsigned short *)element3s;
8396 rsurface.modelelement3s_indexbuffer = NULL;
8397 rsurface.modelelement3s_bufferoffset = 0;
8398 rsurface.modellightmapoffsets = NULL;
8399 rsurface.modelsurfaces = NULL;
8400 rsurface.batchgeneratedvertex = false;
8401 rsurface.batchfirstvertex = 0;
8402 rsurface.batchnumvertices = 0;
8403 rsurface.batchfirsttriangle = 0;
8404 rsurface.batchnumtriangles = 0;
8405 rsurface.batchvertex3f = NULL;
8406 rsurface.batchvertex3f_vertexbuffer = NULL;
8407 rsurface.batchvertex3f_bufferoffset = 0;
8408 rsurface.batchsvector3f = NULL;
8409 rsurface.batchsvector3f_vertexbuffer = NULL;
8410 rsurface.batchsvector3f_bufferoffset = 0;
8411 rsurface.batchtvector3f = NULL;
8412 rsurface.batchtvector3f_vertexbuffer = NULL;
8413 rsurface.batchtvector3f_bufferoffset = 0;
8414 rsurface.batchnormal3f = NULL;
8415 rsurface.batchnormal3f_vertexbuffer = NULL;
8416 rsurface.batchnormal3f_bufferoffset = 0;
8417 rsurface.batchlightmapcolor4f = NULL;
8418 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8419 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8420 rsurface.batchtexcoordtexture2f = NULL;
8421 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8422 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8423 rsurface.batchtexcoordlightmap2f = NULL;
8424 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8425 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8426 rsurface.batchvertexmesh = NULL;
8427 rsurface.batchvertexmeshbuffer = NULL;
8428 rsurface.batchvertex3fbuffer = NULL;
8429 rsurface.batchelement3i = NULL;
8430 rsurface.batchelement3i_indexbuffer = NULL;
8431 rsurface.batchelement3i_bufferoffset = 0;
8432 rsurface.batchelement3s = NULL;
8433 rsurface.batchelement3s_indexbuffer = NULL;
8434 rsurface.batchelement3s_bufferoffset = 0;
8435 rsurface.passcolor4f = NULL;
8436 rsurface.passcolor4f_vertexbuffer = NULL;
8437 rsurface.passcolor4f_bufferoffset = 0;
8439 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8441 if ((wantnormals || wanttangents) && !normal3f)
8443 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8444 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8446 if (wanttangents && !svector3f)
8448 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8449 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8450 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8455 float RSurf_FogPoint(const float *v)
8457 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8458 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8459 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8460 float FogHeightFade = r_refdef.fogheightfade;
8462 unsigned int fogmasktableindex;
8463 if (r_refdef.fogplaneviewabove)
8464 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8466 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8467 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8468 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8471 float RSurf_FogVertex(const float *v)
8473 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8474 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8475 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8476 float FogHeightFade = rsurface.fogheightfade;
8478 unsigned int fogmasktableindex;
8479 if (r_refdef.fogplaneviewabove)
8480 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8482 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8483 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8484 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8487 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8490 for (i = 0;i < numelements;i++)
8491 outelement3i[i] = inelement3i[i] + adjust;
8494 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8495 extern cvar_t gl_vbo;
8496 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8504 int surfacefirsttriangle;
8505 int surfacenumtriangles;
8506 int surfacefirstvertex;
8507 int surfaceendvertex;
8508 int surfacenumvertices;
8509 int batchnumvertices;
8510 int batchnumtriangles;
8514 qboolean dynamicvertex;
8518 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8520 q3shaderinfo_deform_t *deform;
8521 const msurface_t *surface, *firstsurface;
8522 r_vertexmesh_t *vertexmesh;
8523 if (!texturenumsurfaces)
8525 // find vertex range of this surface batch
8527 firstsurface = texturesurfacelist[0];
8528 firsttriangle = firstsurface->num_firsttriangle;
8529 batchnumvertices = 0;
8530 batchnumtriangles = 0;
8531 firstvertex = endvertex = firstsurface->num_firstvertex;
8532 for (i = 0;i < texturenumsurfaces;i++)
8534 surface = texturesurfacelist[i];
8535 if (surface != firstsurface + i)
8537 surfacefirstvertex = surface->num_firstvertex;
8538 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8539 surfacenumvertices = surface->num_vertices;
8540 surfacenumtriangles = surface->num_triangles;
8541 if (firstvertex > surfacefirstvertex)
8542 firstvertex = surfacefirstvertex;
8543 if (endvertex < surfaceendvertex)
8544 endvertex = surfaceendvertex;
8545 batchnumvertices += surfacenumvertices;
8546 batchnumtriangles += surfacenumtriangles;
8549 // we now know the vertex range used, and if there are any gaps in it
8550 rsurface.batchfirstvertex = firstvertex;
8551 rsurface.batchnumvertices = endvertex - firstvertex;
8552 rsurface.batchfirsttriangle = firsttriangle;
8553 rsurface.batchnumtriangles = batchnumtriangles;
8555 // this variable holds flags for which properties have been updated that
8556 // may require regenerating vertexmesh array...
8559 // check if any dynamic vertex processing must occur
8560 dynamicvertex = false;
8562 // if there is a chance of animated vertex colors, it's a dynamic batch
8563 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8565 dynamicvertex = true;
8566 batchneed |= BATCHNEED_NOGAPS;
8567 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8570 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8572 switch (deform->deform)
8575 case Q3DEFORM_PROJECTIONSHADOW:
8576 case Q3DEFORM_TEXT0:
8577 case Q3DEFORM_TEXT1:
8578 case Q3DEFORM_TEXT2:
8579 case Q3DEFORM_TEXT3:
8580 case Q3DEFORM_TEXT4:
8581 case Q3DEFORM_TEXT5:
8582 case Q3DEFORM_TEXT6:
8583 case Q3DEFORM_TEXT7:
8586 case Q3DEFORM_AUTOSPRITE:
8587 dynamicvertex = true;
8588 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8589 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8591 case Q3DEFORM_AUTOSPRITE2:
8592 dynamicvertex = true;
8593 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8594 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8596 case Q3DEFORM_NORMAL:
8597 dynamicvertex = true;
8598 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8599 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8602 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8603 break; // if wavefunc is a nop, ignore this transform
8604 dynamicvertex = true;
8605 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8606 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8608 case Q3DEFORM_BULGE:
8609 dynamicvertex = true;
8610 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8611 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8614 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8615 break; // if wavefunc is a nop, ignore this transform
8616 dynamicvertex = true;
8617 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8618 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8622 switch(rsurface.texture->tcgen.tcgen)
8625 case Q3TCGEN_TEXTURE:
8627 case Q3TCGEN_LIGHTMAP:
8628 dynamicvertex = true;
8629 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8630 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8632 case Q3TCGEN_VECTOR:
8633 dynamicvertex = true;
8634 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8635 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8637 case Q3TCGEN_ENVIRONMENT:
8638 dynamicvertex = true;
8639 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8640 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8643 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8645 dynamicvertex = true;
8646 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8647 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8650 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8652 dynamicvertex = true;
8653 batchneed |= BATCHNEED_NOGAPS;
8654 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8657 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8659 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8660 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8661 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8662 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8663 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8664 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8665 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8668 // when the model data has no vertex buffer (dynamic mesh), we need to
8670 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8671 batchneed |= BATCHNEED_NOGAPS;
8673 // if needsupdate, we have to do a dynamic vertex batch for sure
8674 if (needsupdate & batchneed)
8675 dynamicvertex = true;
8677 // see if we need to build vertexmesh from arrays
8678 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8679 dynamicvertex = true;
8681 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8682 // also some drivers strongly dislike firstvertex
8683 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8684 dynamicvertex = true;
8686 rsurface.batchvertex3f = rsurface.modelvertex3f;
8687 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8688 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8689 rsurface.batchsvector3f = rsurface.modelsvector3f;
8690 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8691 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8692 rsurface.batchtvector3f = rsurface.modeltvector3f;
8693 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8694 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8695 rsurface.batchnormal3f = rsurface.modelnormal3f;
8696 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8697 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8698 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8699 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8700 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8701 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8702 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8703 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8704 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8705 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8706 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8707 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8708 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8709 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8710 rsurface.batchelement3i = rsurface.modelelement3i;
8711 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8712 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8713 rsurface.batchelement3s = rsurface.modelelement3s;
8714 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8715 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8717 // if any dynamic vertex processing has to occur in software, we copy the
8718 // entire surface list together before processing to rebase the vertices
8719 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8721 // if any gaps exist and we do not have a static vertex buffer, we have to
8722 // copy the surface list together to avoid wasting upload bandwidth on the
8723 // vertices in the gaps.
8725 // if gaps exist and we have a static vertex buffer, we still have to
8726 // combine the index buffer ranges into one dynamic index buffer.
8728 // in all cases we end up with data that can be drawn in one call.
8732 // static vertex data, just set pointers...
8733 rsurface.batchgeneratedvertex = false;
8734 // if there are gaps, we want to build a combined index buffer,
8735 // otherwise use the original static buffer with an appropriate offset
8738 // build a new triangle elements array for this batch
8739 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8740 rsurface.batchfirsttriangle = 0;
8742 for (i = 0;i < texturenumsurfaces;i++)
8744 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8745 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8746 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8747 numtriangles += surfacenumtriangles;
8749 rsurface.batchelement3i_indexbuffer = NULL;
8750 rsurface.batchelement3i_bufferoffset = 0;
8751 rsurface.batchelement3s = NULL;
8752 rsurface.batchelement3s_indexbuffer = NULL;
8753 rsurface.batchelement3s_bufferoffset = 0;
8754 if (endvertex <= 65536)
8756 // make a 16bit (unsigned short) index array if possible
8757 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8758 for (i = 0;i < numtriangles*3;i++)
8759 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8765 // something needs software processing, do it for real...
8766 // we only directly handle separate array data in this case and then
8767 // generate interleaved data if needed...
8768 rsurface.batchgeneratedvertex = true;
8770 // now copy the vertex data into a combined array and make an index array
8771 // (this is what Quake3 does all the time)
8772 //if (gaps || rsurface.batchfirstvertex)
8774 rsurface.batchvertex3fbuffer = NULL;
8775 rsurface.batchvertexmesh = NULL;
8776 rsurface.batchvertexmeshbuffer = NULL;
8777 rsurface.batchvertex3f = NULL;
8778 rsurface.batchvertex3f_vertexbuffer = NULL;
8779 rsurface.batchvertex3f_bufferoffset = 0;
8780 rsurface.batchsvector3f = NULL;
8781 rsurface.batchsvector3f_vertexbuffer = NULL;
8782 rsurface.batchsvector3f_bufferoffset = 0;
8783 rsurface.batchtvector3f = NULL;
8784 rsurface.batchtvector3f_vertexbuffer = NULL;
8785 rsurface.batchtvector3f_bufferoffset = 0;
8786 rsurface.batchnormal3f = NULL;
8787 rsurface.batchnormal3f_vertexbuffer = NULL;
8788 rsurface.batchnormal3f_bufferoffset = 0;
8789 rsurface.batchlightmapcolor4f = NULL;
8790 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8791 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8792 rsurface.batchtexcoordtexture2f = NULL;
8793 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8794 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8795 rsurface.batchtexcoordlightmap2f = NULL;
8796 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8797 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8798 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8799 rsurface.batchelement3i_indexbuffer = NULL;
8800 rsurface.batchelement3i_bufferoffset = 0;
8801 rsurface.batchelement3s = NULL;
8802 rsurface.batchelement3s_indexbuffer = NULL;
8803 rsurface.batchelement3s_bufferoffset = 0;
8804 // we'll only be setting up certain arrays as needed
8805 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8806 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8807 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8808 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8809 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8810 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8811 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8813 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8814 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8816 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8817 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8818 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8819 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8820 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8821 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8824 for (i = 0;i < texturenumsurfaces;i++)
8826 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8827 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8828 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8829 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8830 // copy only the data requested
8831 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8832 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8833 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8835 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8837 if (rsurface.batchvertex3f)
8838 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8840 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8842 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8844 if (rsurface.modelnormal3f)
8845 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8847 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8849 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8851 if (rsurface.modelsvector3f)
8853 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8854 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8858 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8859 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8862 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8864 if (rsurface.modellightmapcolor4f)
8865 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8867 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8869 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8871 if (rsurface.modeltexcoordtexture2f)
8872 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8874 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8876 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8878 if (rsurface.modeltexcoordlightmap2f)
8879 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8881 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8884 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8885 numvertices += surfacenumvertices;
8886 numtriangles += surfacenumtriangles;
8889 // generate a 16bit index array as well if possible
8890 // (in general, dynamic batches fit)
8891 if (numvertices <= 65536)
8893 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8894 for (i = 0;i < numtriangles*3;i++)
8895 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8898 // since we've copied everything, the batch now starts at 0
8899 rsurface.batchfirstvertex = 0;
8900 rsurface.batchnumvertices = batchnumvertices;
8901 rsurface.batchfirsttriangle = 0;
8902 rsurface.batchnumtriangles = batchnumtriangles;
8905 // q1bsp surfaces rendered in vertex color mode have to have colors
8906 // calculated based on lightstyles
8907 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8909 // generate color arrays for the surfaces in this list
8914 const unsigned char *lm;
8915 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8916 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8917 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8919 for (i = 0;i < texturenumsurfaces;i++)
8921 surface = texturesurfacelist[i];
8922 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8923 surfacenumvertices = surface->num_vertices;
8924 if (surface->lightmapinfo->samples)
8926 for (j = 0;j < surfacenumvertices;j++)
8928 lm = surface->lightmapinfo->samples + offsets[j];
8929 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8930 VectorScale(lm, scale, c);
8931 if (surface->lightmapinfo->styles[1] != 255)
8933 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8935 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8936 VectorMA(c, scale, lm, c);
8937 if (surface->lightmapinfo->styles[2] != 255)
8940 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8941 VectorMA(c, scale, lm, c);
8942 if (surface->lightmapinfo->styles[3] != 255)
8945 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8946 VectorMA(c, scale, lm, c);
8953 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);
8959 for (j = 0;j < surfacenumvertices;j++)
8961 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8968 // if vertices are deformed (sprite flares and things in maps, possibly
8969 // water waves, bulges and other deformations), modify the copied vertices
8971 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8973 switch (deform->deform)
8976 case Q3DEFORM_PROJECTIONSHADOW:
8977 case Q3DEFORM_TEXT0:
8978 case Q3DEFORM_TEXT1:
8979 case Q3DEFORM_TEXT2:
8980 case Q3DEFORM_TEXT3:
8981 case Q3DEFORM_TEXT4:
8982 case Q3DEFORM_TEXT5:
8983 case Q3DEFORM_TEXT6:
8984 case Q3DEFORM_TEXT7:
8987 case Q3DEFORM_AUTOSPRITE:
8988 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8989 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8990 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8991 VectorNormalize(newforward);
8992 VectorNormalize(newright);
8993 VectorNormalize(newup);
8994 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8995 // rsurface.batchvertex3f_vertexbuffer = NULL;
8996 // rsurface.batchvertex3f_bufferoffset = 0;
8997 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8998 // rsurface.batchsvector3f_vertexbuffer = NULL;
8999 // rsurface.batchsvector3f_bufferoffset = 0;
9000 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9001 // rsurface.batchtvector3f_vertexbuffer = NULL;
9002 // rsurface.batchtvector3f_bufferoffset = 0;
9003 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9004 // rsurface.batchnormal3f_vertexbuffer = NULL;
9005 // rsurface.batchnormal3f_bufferoffset = 0;
9006 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9007 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9008 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9009 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9010 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);
9011 // a single autosprite surface can contain multiple sprites...
9012 for (j = 0;j < batchnumvertices - 3;j += 4)
9014 VectorClear(center);
9015 for (i = 0;i < 4;i++)
9016 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9017 VectorScale(center, 0.25f, center);
9018 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9019 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9020 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9021 for (i = 0;i < 4;i++)
9023 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9024 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9027 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9028 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9029 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);
9031 case Q3DEFORM_AUTOSPRITE2:
9032 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9033 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9034 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9035 VectorNormalize(newforward);
9036 VectorNormalize(newright);
9037 VectorNormalize(newup);
9038 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9039 // rsurface.batchvertex3f_vertexbuffer = NULL;
9040 // rsurface.batchvertex3f_bufferoffset = 0;
9042 const float *v1, *v2;
9052 memset(shortest, 0, sizeof(shortest));
9053 // a single autosprite surface can contain multiple sprites...
9054 for (j = 0;j < batchnumvertices - 3;j += 4)
9056 VectorClear(center);
9057 for (i = 0;i < 4;i++)
9058 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9059 VectorScale(center, 0.25f, center);
9060 // find the two shortest edges, then use them to define the
9061 // axis vectors for rotating around the central axis
9062 for (i = 0;i < 6;i++)
9064 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9065 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9066 l = VectorDistance2(v1, v2);
9067 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9069 l += (1.0f / 1024.0f);
9070 if (shortest[0].length2 > l || i == 0)
9072 shortest[1] = shortest[0];
9073 shortest[0].length2 = l;
9074 shortest[0].v1 = v1;
9075 shortest[0].v2 = v2;
9077 else if (shortest[1].length2 > l || i == 1)
9079 shortest[1].length2 = l;
9080 shortest[1].v1 = v1;
9081 shortest[1].v2 = v2;
9084 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9085 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9086 // this calculates the right vector from the shortest edge
9087 // and the up vector from the edge midpoints
9088 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9089 VectorNormalize(right);
9090 VectorSubtract(end, start, up);
9091 VectorNormalize(up);
9092 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9093 VectorSubtract(rsurface.localvieworigin, center, forward);
9094 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9095 VectorNegate(forward, forward);
9096 VectorReflect(forward, 0, up, forward);
9097 VectorNormalize(forward);
9098 CrossProduct(up, forward, newright);
9099 VectorNormalize(newright);
9100 // rotate the quad around the up axis vector, this is made
9101 // especially easy by the fact we know the quad is flat,
9102 // so we only have to subtract the center position and
9103 // measure distance along the right vector, and then
9104 // multiply that by the newright vector and add back the
9106 // we also need to subtract the old position to undo the
9107 // displacement from the center, which we do with a
9108 // DotProduct, the subtraction/addition of center is also
9109 // optimized into DotProducts here
9110 l = DotProduct(right, center);
9111 for (i = 0;i < 4;i++)
9113 v1 = rsurface.batchvertex3f + 3*(j+i);
9114 f = DotProduct(right, v1) - l;
9115 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9119 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9121 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9122 // rsurface.batchnormal3f_vertexbuffer = NULL;
9123 // rsurface.batchnormal3f_bufferoffset = 0;
9124 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9126 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9128 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9129 // rsurface.batchsvector3f_vertexbuffer = NULL;
9130 // rsurface.batchsvector3f_bufferoffset = 0;
9131 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9132 // rsurface.batchtvector3f_vertexbuffer = NULL;
9133 // rsurface.batchtvector3f_bufferoffset = 0;
9134 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);
9137 case Q3DEFORM_NORMAL:
9138 // deform the normals to make reflections wavey
9139 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9140 rsurface.batchnormal3f_vertexbuffer = NULL;
9141 rsurface.batchnormal3f_bufferoffset = 0;
9142 for (j = 0;j < batchnumvertices;j++)
9145 float *normal = rsurface.batchnormal3f + 3*j;
9146 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9147 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9148 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9149 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9150 VectorNormalize(normal);
9152 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9154 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9155 // rsurface.batchsvector3f_vertexbuffer = NULL;
9156 // rsurface.batchsvector3f_bufferoffset = 0;
9157 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9158 // rsurface.batchtvector3f_vertexbuffer = NULL;
9159 // rsurface.batchtvector3f_bufferoffset = 0;
9160 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);
9164 // deform vertex array to make wavey water and flags and such
9165 waveparms[0] = deform->waveparms[0];
9166 waveparms[1] = deform->waveparms[1];
9167 waveparms[2] = deform->waveparms[2];
9168 waveparms[3] = deform->waveparms[3];
9169 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9170 break; // if wavefunc is a nop, don't make a dynamic vertex array
9171 // this is how a divisor of vertex influence on deformation
9172 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9173 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9174 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9175 // rsurface.batchvertex3f_vertexbuffer = NULL;
9176 // rsurface.batchvertex3f_bufferoffset = 0;
9177 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9178 // rsurface.batchnormal3f_vertexbuffer = NULL;
9179 // rsurface.batchnormal3f_bufferoffset = 0;
9180 for (j = 0;j < batchnumvertices;j++)
9182 // if the wavefunc depends on time, evaluate it per-vertex
9185 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9186 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9188 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9190 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9191 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9192 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9194 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9195 // rsurface.batchsvector3f_vertexbuffer = NULL;
9196 // rsurface.batchsvector3f_bufferoffset = 0;
9197 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9198 // rsurface.batchtvector3f_vertexbuffer = NULL;
9199 // rsurface.batchtvector3f_bufferoffset = 0;
9200 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);
9203 case Q3DEFORM_BULGE:
9204 // deform vertex array to make the surface have moving bulges
9205 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9206 // rsurface.batchvertex3f_vertexbuffer = NULL;
9207 // rsurface.batchvertex3f_bufferoffset = 0;
9208 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9209 // rsurface.batchnormal3f_vertexbuffer = NULL;
9210 // rsurface.batchnormal3f_bufferoffset = 0;
9211 for (j = 0;j < batchnumvertices;j++)
9213 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9214 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9216 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9217 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9218 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9220 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9221 // rsurface.batchsvector3f_vertexbuffer = NULL;
9222 // rsurface.batchsvector3f_bufferoffset = 0;
9223 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9224 // rsurface.batchtvector3f_vertexbuffer = NULL;
9225 // rsurface.batchtvector3f_bufferoffset = 0;
9226 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);
9230 // deform vertex array
9231 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9232 break; // if wavefunc is a nop, don't make a dynamic vertex array
9233 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9234 VectorScale(deform->parms, scale, waveparms);
9235 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9236 // rsurface.batchvertex3f_vertexbuffer = NULL;
9237 // rsurface.batchvertex3f_bufferoffset = 0;
9238 for (j = 0;j < batchnumvertices;j++)
9239 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9244 // generate texcoords based on the chosen texcoord source
9245 switch(rsurface.texture->tcgen.tcgen)
9248 case Q3TCGEN_TEXTURE:
9250 case Q3TCGEN_LIGHTMAP:
9251 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9252 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9253 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9254 if (rsurface.batchtexcoordlightmap2f)
9255 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9257 case Q3TCGEN_VECTOR:
9258 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9259 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9260 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9261 for (j = 0;j < batchnumvertices;j++)
9263 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9264 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9267 case Q3TCGEN_ENVIRONMENT:
9268 // make environment reflections using a spheremap
9269 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9270 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9271 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9272 for (j = 0;j < batchnumvertices;j++)
9274 // identical to Q3A's method, but executed in worldspace so
9275 // carried models can be shiny too
9277 float viewer[3], d, reflected[3], worldreflected[3];
9279 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9280 // VectorNormalize(viewer);
9282 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9284 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9285 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9286 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9287 // note: this is proportinal to viewer, so we can normalize later
9289 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9290 VectorNormalize(worldreflected);
9292 // note: this sphere map only uses world x and z!
9293 // so positive and negative y will LOOK THE SAME.
9294 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9295 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9299 // the only tcmod that needs software vertex processing is turbulent, so
9300 // check for it here and apply the changes if needed
9301 // and we only support that as the first one
9302 // (handling a mixture of turbulent and other tcmods would be problematic
9303 // without punting it entirely to a software path)
9304 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9306 amplitude = rsurface.texture->tcmods[0].parms[1];
9307 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9308 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9309 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9310 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9311 for (j = 0;j < batchnumvertices;j++)
9313 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);
9314 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9318 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9320 // convert the modified arrays to vertex structs
9321 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9322 // rsurface.batchvertexmeshbuffer = NULL;
9323 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9324 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9325 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9326 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9327 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9328 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9329 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9331 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9333 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9334 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9337 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9338 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9339 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9340 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9341 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9342 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9343 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9344 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9345 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9349 void RSurf_DrawBatch(void)
9351 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9352 // through the pipeline, killing it earlier in the pipeline would have
9353 // per-surface overhead rather than per-batch overhead, so it's best to
9354 // reject it here, before it hits glDraw.
9355 if (rsurface.batchnumtriangles == 0)
9358 // batch debugging code
9359 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9365 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9366 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9369 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9371 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9373 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9374 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);
9381 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);
9384 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9386 // pick the closest matching water plane
9387 int planeindex, vertexindex, bestplaneindex = -1;
9391 r_waterstate_waterplane_t *p;
9392 qboolean prepared = false;
9394 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9396 if(p->camera_entity != rsurface.texture->camera_entity)
9401 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9403 if(rsurface.batchnumvertices == 0)
9406 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9408 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9409 d += fabs(PlaneDiff(vert, &p->plane));
9411 if (bestd > d || bestplaneindex < 0)
9414 bestplaneindex = planeindex;
9417 return bestplaneindex;
9418 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9419 // this situation though, as it might be better to render single larger
9420 // batches with useless stuff (backface culled for example) than to
9421 // render multiple smaller batches
9424 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9427 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9428 rsurface.passcolor4f_vertexbuffer = 0;
9429 rsurface.passcolor4f_bufferoffset = 0;
9430 for (i = 0;i < rsurface.batchnumvertices;i++)
9431 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9434 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9441 if (rsurface.passcolor4f)
9443 // generate color arrays
9444 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9445 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9446 rsurface.passcolor4f_vertexbuffer = 0;
9447 rsurface.passcolor4f_bufferoffset = 0;
9448 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9450 f = RSurf_FogVertex(v);
9459 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9460 rsurface.passcolor4f_vertexbuffer = 0;
9461 rsurface.passcolor4f_bufferoffset = 0;
9462 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9464 f = RSurf_FogVertex(v);
9473 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9480 if (!rsurface.passcolor4f)
9482 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9483 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9484 rsurface.passcolor4f_vertexbuffer = 0;
9485 rsurface.passcolor4f_bufferoffset = 0;
9486 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9488 f = RSurf_FogVertex(v);
9489 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9490 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9491 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9496 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9501 if (!rsurface.passcolor4f)
9503 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9504 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9505 rsurface.passcolor4f_vertexbuffer = 0;
9506 rsurface.passcolor4f_bufferoffset = 0;
9507 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9516 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9521 if (!rsurface.passcolor4f)
9523 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9524 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9525 rsurface.passcolor4f_vertexbuffer = 0;
9526 rsurface.passcolor4f_bufferoffset = 0;
9527 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9529 c2[0] = c[0] + r_refdef.scene.ambient;
9530 c2[1] = c[1] + r_refdef.scene.ambient;
9531 c2[2] = c[2] + r_refdef.scene.ambient;
9536 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9539 rsurface.passcolor4f = NULL;
9540 rsurface.passcolor4f_vertexbuffer = 0;
9541 rsurface.passcolor4f_bufferoffset = 0;
9542 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9543 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9544 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9545 GL_Color(r, g, b, a);
9546 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9550 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9552 // TODO: optimize applyfog && applycolor case
9553 // just apply fog if necessary, and tint the fog color array if necessary
9554 rsurface.passcolor4f = NULL;
9555 rsurface.passcolor4f_vertexbuffer = 0;
9556 rsurface.passcolor4f_bufferoffset = 0;
9557 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9558 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9559 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9560 GL_Color(r, g, b, a);
9564 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9567 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9568 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9569 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9570 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9571 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9572 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9573 GL_Color(r, g, b, a);
9577 static void RSurf_DrawBatch_GL11_ClampColor(void)
9582 if (!rsurface.passcolor4f)
9584 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9586 c2[0] = bound(0.0f, c1[0], 1.0f);
9587 c2[1] = bound(0.0f, c1[1], 1.0f);
9588 c2[2] = bound(0.0f, c1[2], 1.0f);
9589 c2[3] = bound(0.0f, c1[3], 1.0f);
9593 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9603 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9604 rsurface.passcolor4f_vertexbuffer = 0;
9605 rsurface.passcolor4f_bufferoffset = 0;
9606 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9608 f = -DotProduct(r_refdef.view.forward, n);
9610 f = f * 0.85 + 0.15; // work around so stuff won't get black
9611 f *= r_refdef.lightmapintensity;
9612 Vector4Set(c, f, f, f, 1);
9616 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9618 RSurf_DrawBatch_GL11_ApplyFakeLight();
9619 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9620 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9621 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9622 GL_Color(r, g, b, a);
9626 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9634 vec3_t ambientcolor;
9635 vec3_t diffusecolor;
9639 VectorCopy(rsurface.modellight_lightdir, lightdir);
9640 f = 0.5f * r_refdef.lightmapintensity;
9641 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9642 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9643 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9644 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9645 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9646 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9648 if (VectorLength2(diffusecolor) > 0)
9650 // q3-style directional shading
9651 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9652 rsurface.passcolor4f_vertexbuffer = 0;
9653 rsurface.passcolor4f_bufferoffset = 0;
9654 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9656 if ((f = DotProduct(n, lightdir)) > 0)
9657 VectorMA(ambientcolor, f, diffusecolor, c);
9659 VectorCopy(ambientcolor, c);
9666 *applycolor = false;
9670 *r = ambientcolor[0];
9671 *g = ambientcolor[1];
9672 *b = ambientcolor[2];
9673 rsurface.passcolor4f = NULL;
9674 rsurface.passcolor4f_vertexbuffer = 0;
9675 rsurface.passcolor4f_bufferoffset = 0;
9679 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9681 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9682 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9683 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9684 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9685 GL_Color(r, g, b, a);
9689 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9697 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9698 rsurface.passcolor4f_vertexbuffer = 0;
9699 rsurface.passcolor4f_bufferoffset = 0;
9701 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9703 f = 1 - RSurf_FogVertex(v);
9711 void RSurf_SetupDepthAndCulling(void)
9713 // submodels are biased to avoid z-fighting with world surfaces that they
9714 // may be exactly overlapping (avoids z-fighting artifacts on certain
9715 // doors and things in Quake maps)
9716 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9717 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9718 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9719 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9722 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9724 // transparent sky would be ridiculous
9725 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9727 R_SetupShader_Generic_NoTexture(false, false);
9728 skyrenderlater = true;
9729 RSurf_SetupDepthAndCulling();
9731 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9732 // skymasking on them, and Quake3 never did sky masking (unlike
9733 // software Quake and software Quake2), so disable the sky masking
9734 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9735 // and skymasking also looks very bad when noclipping outside the
9736 // level, so don't use it then either.
9737 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9739 R_Mesh_ResetTextureState();
9740 if (skyrendermasked)
9742 R_SetupShader_DepthOrShadow(false, false);
9743 // depth-only (masking)
9744 GL_ColorMask(0,0,0,0);
9745 // just to make sure that braindead drivers don't draw
9746 // anything despite that colormask...
9747 GL_BlendFunc(GL_ZERO, GL_ONE);
9748 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9749 if (rsurface.batchvertex3fbuffer)
9750 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9752 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9756 R_SetupShader_Generic_NoTexture(false, false);
9758 GL_BlendFunc(GL_ONE, GL_ZERO);
9759 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9760 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9761 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9764 if (skyrendermasked)
9765 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9767 R_Mesh_ResetTextureState();
9768 GL_Color(1, 1, 1, 1);
9771 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9772 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9773 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9775 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9779 // render screenspace normalmap to texture
9781 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9786 // bind lightmap texture
9788 // water/refraction/reflection/camera surfaces have to be handled specially
9789 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9791 int start, end, startplaneindex;
9792 for (start = 0;start < texturenumsurfaces;start = end)
9794 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9795 if(startplaneindex < 0)
9797 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9798 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9802 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9804 // now that we have a batch using the same planeindex, render it
9805 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9807 // render water or distortion background
9809 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9811 // blend surface on top
9812 GL_DepthMask(false);
9813 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9816 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9818 // render surface with reflection texture as input
9819 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9820 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9827 // render surface batch normally
9828 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9829 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9833 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9835 // OpenGL 1.3 path - anything not completely ancient
9836 qboolean applycolor;
9839 const texturelayer_t *layer;
9840 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9841 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9843 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9846 int layertexrgbscale;
9847 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9849 if (layerindex == 0)
9853 GL_AlphaTest(false);
9854 GL_DepthFunc(GL_EQUAL);
9857 GL_DepthMask(layer->depthmask && writedepth);
9858 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9859 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9861 layertexrgbscale = 4;
9862 VectorScale(layer->color, 0.25f, layercolor);
9864 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9866 layertexrgbscale = 2;
9867 VectorScale(layer->color, 0.5f, layercolor);
9871 layertexrgbscale = 1;
9872 VectorScale(layer->color, 1.0f, layercolor);
9874 layercolor[3] = layer->color[3];
9875 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9876 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9877 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9878 switch (layer->type)
9880 case TEXTURELAYERTYPE_LITTEXTURE:
9881 // single-pass lightmapped texture with 2x rgbscale
9882 R_Mesh_TexBind(0, r_texture_white);
9883 R_Mesh_TexMatrix(0, NULL);
9884 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9885 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9886 R_Mesh_TexBind(1, layer->texture);
9887 R_Mesh_TexMatrix(1, &layer->texmatrix);
9888 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9889 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9890 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9891 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9892 else if (FAKELIGHT_ENABLED)
9893 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9894 else if (rsurface.uselightmaptexture)
9895 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9897 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9899 case TEXTURELAYERTYPE_TEXTURE:
9900 // singletexture unlit texture with transparency support
9901 R_Mesh_TexBind(0, layer->texture);
9902 R_Mesh_TexMatrix(0, &layer->texmatrix);
9903 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9904 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9905 R_Mesh_TexBind(1, 0);
9906 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9907 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9909 case TEXTURELAYERTYPE_FOG:
9910 // singletexture fogging
9913 R_Mesh_TexBind(0, layer->texture);
9914 R_Mesh_TexMatrix(0, &layer->texmatrix);
9915 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9916 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9920 R_Mesh_TexBind(0, 0);
9921 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9923 R_Mesh_TexBind(1, 0);
9924 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9925 // generate a color array for the fog pass
9926 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9927 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9931 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9934 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9936 GL_DepthFunc(GL_LEQUAL);
9937 GL_AlphaTest(false);
9941 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9943 // OpenGL 1.1 - crusty old voodoo path
9946 const texturelayer_t *layer;
9947 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9948 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9950 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9952 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9954 if (layerindex == 0)
9958 GL_AlphaTest(false);
9959 GL_DepthFunc(GL_EQUAL);
9962 GL_DepthMask(layer->depthmask && writedepth);
9963 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9964 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9965 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9966 switch (layer->type)
9968 case TEXTURELAYERTYPE_LITTEXTURE:
9969 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9971 // two-pass lit texture with 2x rgbscale
9972 // first the lightmap pass
9973 R_Mesh_TexBind(0, r_texture_white);
9974 R_Mesh_TexMatrix(0, NULL);
9975 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9976 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9977 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9978 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9979 else if (FAKELIGHT_ENABLED)
9980 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9981 else if (rsurface.uselightmaptexture)
9982 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9984 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9985 // then apply the texture to it
9986 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9987 R_Mesh_TexBind(0, layer->texture);
9988 R_Mesh_TexMatrix(0, &layer->texmatrix);
9989 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9990 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9991 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
9995 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9996 R_Mesh_TexBind(0, layer->texture);
9997 R_Mesh_TexMatrix(0, &layer->texmatrix);
9998 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9999 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10000 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10001 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10003 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10006 case TEXTURELAYERTYPE_TEXTURE:
10007 // singletexture unlit texture with transparency support
10008 R_Mesh_TexBind(0, layer->texture);
10009 R_Mesh_TexMatrix(0, &layer->texmatrix);
10010 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10011 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10012 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10014 case TEXTURELAYERTYPE_FOG:
10015 // singletexture fogging
10016 if (layer->texture)
10018 R_Mesh_TexBind(0, layer->texture);
10019 R_Mesh_TexMatrix(0, &layer->texmatrix);
10020 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10021 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10025 R_Mesh_TexBind(0, 0);
10026 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10028 // generate a color array for the fog pass
10029 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10030 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10034 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10037 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10039 GL_DepthFunc(GL_LEQUAL);
10040 GL_AlphaTest(false);
10044 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10048 r_vertexgeneric_t *batchvertex;
10051 // R_Mesh_ResetTextureState();
10052 R_SetupShader_Generic_NoTexture(false, false);
10054 if(rsurface.texture && rsurface.texture->currentskinframe)
10056 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10057 c[3] *= rsurface.texture->currentalpha;
10067 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10069 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10070 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10071 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10074 // brighten it up (as texture value 127 means "unlit")
10075 c[0] *= 2 * r_refdef.view.colorscale;
10076 c[1] *= 2 * r_refdef.view.colorscale;
10077 c[2] *= 2 * r_refdef.view.colorscale;
10079 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10080 c[3] *= r_wateralpha.value;
10082 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10084 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10085 GL_DepthMask(false);
10087 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10089 GL_BlendFunc(GL_ONE, GL_ONE);
10090 GL_DepthMask(false);
10092 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10094 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10095 GL_DepthMask(false);
10097 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10099 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10100 GL_DepthMask(false);
10104 GL_BlendFunc(GL_ONE, GL_ZERO);
10105 GL_DepthMask(writedepth);
10108 if (r_showsurfaces.integer == 3)
10110 rsurface.passcolor4f = NULL;
10112 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10114 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10116 rsurface.passcolor4f = NULL;
10117 rsurface.passcolor4f_vertexbuffer = 0;
10118 rsurface.passcolor4f_bufferoffset = 0;
10120 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10122 qboolean applycolor = true;
10125 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10127 r_refdef.lightmapintensity = 1;
10128 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10129 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10131 else if (FAKELIGHT_ENABLED)
10133 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10135 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10136 RSurf_DrawBatch_GL11_ApplyFakeLight();
10137 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10141 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10143 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10144 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10145 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10148 if(!rsurface.passcolor4f)
10149 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10151 RSurf_DrawBatch_GL11_ApplyAmbient();
10152 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10153 if(r_refdef.fogenabled)
10154 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10155 RSurf_DrawBatch_GL11_ClampColor();
10157 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10158 R_SetupShader_Generic_NoTexture(false, false);
10161 else if (!r_refdef.view.showdebug)
10163 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10164 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10165 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10167 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10168 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10170 R_Mesh_PrepareVertices_Generic_Unlock();
10173 else if (r_showsurfaces.integer == 4)
10175 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10176 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10177 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10179 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10180 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10181 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10183 R_Mesh_PrepareVertices_Generic_Unlock();
10186 else if (r_showsurfaces.integer == 2)
10189 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10190 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10191 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10193 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10194 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10195 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10196 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10197 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10198 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10199 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10201 R_Mesh_PrepareVertices_Generic_Unlock();
10202 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10206 int texturesurfaceindex;
10208 const msurface_t *surface;
10209 float surfacecolor4f[4];
10210 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10211 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10213 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10215 surface = texturesurfacelist[texturesurfaceindex];
10216 k = (int)(((size_t)surface) / sizeof(msurface_t));
10217 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10218 for (j = 0;j < surface->num_vertices;j++)
10220 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10221 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10225 R_Mesh_PrepareVertices_Generic_Unlock();
10230 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10233 RSurf_SetupDepthAndCulling();
10234 if (r_showsurfaces.integer)
10236 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10239 switch (vid.renderpath)
10241 case RENDERPATH_GL20:
10242 case RENDERPATH_D3D9:
10243 case RENDERPATH_D3D10:
10244 case RENDERPATH_D3D11:
10245 case RENDERPATH_SOFT:
10246 case RENDERPATH_GLES2:
10247 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10249 case RENDERPATH_GL13:
10250 case RENDERPATH_GLES1:
10251 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10253 case RENDERPATH_GL11:
10254 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10260 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10263 RSurf_SetupDepthAndCulling();
10264 if (r_showsurfaces.integer)
10266 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10269 switch (vid.renderpath)
10271 case RENDERPATH_GL20:
10272 case RENDERPATH_D3D9:
10273 case RENDERPATH_D3D10:
10274 case RENDERPATH_D3D11:
10275 case RENDERPATH_SOFT:
10276 case RENDERPATH_GLES2:
10277 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10279 case RENDERPATH_GL13:
10280 case RENDERPATH_GLES1:
10281 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10283 case RENDERPATH_GL11:
10284 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10290 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10293 int texturenumsurfaces, endsurface;
10294 texture_t *texture;
10295 const msurface_t *surface;
10296 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10298 // if the model is static it doesn't matter what value we give for
10299 // wantnormals and wanttangents, so this logic uses only rules applicable
10300 // to a model, knowing that they are meaningless otherwise
10301 if (ent == r_refdef.scene.worldentity)
10302 RSurf_ActiveWorldEntity();
10303 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10304 RSurf_ActiveModelEntity(ent, false, false, false);
10307 switch (vid.renderpath)
10309 case RENDERPATH_GL20:
10310 case RENDERPATH_D3D9:
10311 case RENDERPATH_D3D10:
10312 case RENDERPATH_D3D11:
10313 case RENDERPATH_SOFT:
10314 case RENDERPATH_GLES2:
10315 RSurf_ActiveModelEntity(ent, true, true, false);
10317 case RENDERPATH_GL11:
10318 case RENDERPATH_GL13:
10319 case RENDERPATH_GLES1:
10320 RSurf_ActiveModelEntity(ent, true, false, false);
10325 if (r_transparentdepthmasking.integer)
10327 qboolean setup = false;
10328 for (i = 0;i < numsurfaces;i = j)
10331 surface = rsurface.modelsurfaces + surfacelist[i];
10332 texture = surface->texture;
10333 rsurface.texture = R_GetCurrentTexture(texture);
10334 rsurface.lightmaptexture = NULL;
10335 rsurface.deluxemaptexture = NULL;
10336 rsurface.uselightmaptexture = false;
10337 // scan ahead until we find a different texture
10338 endsurface = min(i + 1024, numsurfaces);
10339 texturenumsurfaces = 0;
10340 texturesurfacelist[texturenumsurfaces++] = surface;
10341 for (;j < endsurface;j++)
10343 surface = rsurface.modelsurfaces + surfacelist[j];
10344 if (texture != surface->texture)
10346 texturesurfacelist[texturenumsurfaces++] = surface;
10348 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10350 // render the range of surfaces as depth
10354 GL_ColorMask(0,0,0,0);
10356 GL_DepthTest(true);
10357 GL_BlendFunc(GL_ONE, GL_ZERO);
10358 GL_DepthMask(true);
10359 // R_Mesh_ResetTextureState();
10360 R_SetupShader_DepthOrShadow(false, false);
10362 RSurf_SetupDepthAndCulling();
10363 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10364 if (rsurface.batchvertex3fbuffer)
10365 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10367 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10371 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10374 for (i = 0;i < numsurfaces;i = j)
10377 surface = rsurface.modelsurfaces + surfacelist[i];
10378 texture = surface->texture;
10379 rsurface.texture = R_GetCurrentTexture(texture);
10380 // scan ahead until we find a different texture
10381 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10382 texturenumsurfaces = 0;
10383 texturesurfacelist[texturenumsurfaces++] = surface;
10384 if(FAKELIGHT_ENABLED)
10386 rsurface.lightmaptexture = NULL;
10387 rsurface.deluxemaptexture = NULL;
10388 rsurface.uselightmaptexture = false;
10389 for (;j < endsurface;j++)
10391 surface = rsurface.modelsurfaces + surfacelist[j];
10392 if (texture != surface->texture)
10394 texturesurfacelist[texturenumsurfaces++] = surface;
10399 rsurface.lightmaptexture = surface->lightmaptexture;
10400 rsurface.deluxemaptexture = surface->deluxemaptexture;
10401 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10402 for (;j < endsurface;j++)
10404 surface = rsurface.modelsurfaces + surfacelist[j];
10405 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10407 texturesurfacelist[texturenumsurfaces++] = surface;
10410 // render the range of surfaces
10411 if (ent == r_refdef.scene.worldentity)
10412 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10414 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10416 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10419 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10421 // transparent surfaces get pushed off into the transparent queue
10422 int surfacelistindex;
10423 const msurface_t *surface;
10424 vec3_t tempcenter, center;
10425 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10427 surface = texturesurfacelist[surfacelistindex];
10428 if (r_transparent_sortsurfacesbynearest.integer)
10430 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10431 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10432 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10436 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10437 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10438 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10440 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10441 if (rsurface.entity->transparent_offset) // transparent offset
10443 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10444 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10445 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10447 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10451 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10453 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10455 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10457 RSurf_SetupDepthAndCulling();
10458 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10459 if (rsurface.batchvertex3fbuffer)
10460 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10462 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10466 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10470 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10473 if (!rsurface.texture->currentnumlayers)
10475 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10476 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10478 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10480 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10481 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10482 else if (!rsurface.texture->currentnumlayers)
10484 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10486 // in the deferred case, transparent surfaces were queued during prepass
10487 if (!r_shadow_usingdeferredprepass)
10488 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10492 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10493 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10498 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10501 texture_t *texture;
10502 R_FrameData_SetMark();
10503 // break the surface list down into batches by texture and use of lightmapping
10504 for (i = 0;i < numsurfaces;i = j)
10507 // texture is the base texture pointer, rsurface.texture is the
10508 // current frame/skin the texture is directing us to use (for example
10509 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10510 // use skin 1 instead)
10511 texture = surfacelist[i]->texture;
10512 rsurface.texture = R_GetCurrentTexture(texture);
10513 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10515 // if this texture is not the kind we want, skip ahead to the next one
10516 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10520 if(FAKELIGHT_ENABLED || depthonly || prepass)
10522 rsurface.lightmaptexture = NULL;
10523 rsurface.deluxemaptexture = NULL;
10524 rsurface.uselightmaptexture = false;
10525 // simply scan ahead until we find a different texture or lightmap state
10526 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10531 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10532 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10533 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10534 // simply scan ahead until we find a different texture or lightmap state
10535 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10538 // render the range of surfaces
10539 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10541 R_FrameData_ReturnToMark();
10544 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10548 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10551 if (!rsurface.texture->currentnumlayers)
10553 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10554 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10556 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10558 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10559 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10560 else if (!rsurface.texture->currentnumlayers)
10562 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10564 // in the deferred case, transparent surfaces were queued during prepass
10565 if (!r_shadow_usingdeferredprepass)
10566 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10570 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10571 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10576 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10579 texture_t *texture;
10580 R_FrameData_SetMark();
10581 // break the surface list down into batches by texture and use of lightmapping
10582 for (i = 0;i < numsurfaces;i = j)
10585 // texture is the base texture pointer, rsurface.texture is the
10586 // current frame/skin the texture is directing us to use (for example
10587 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10588 // use skin 1 instead)
10589 texture = surfacelist[i]->texture;
10590 rsurface.texture = R_GetCurrentTexture(texture);
10591 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10593 // if this texture is not the kind we want, skip ahead to the next one
10594 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10598 if(FAKELIGHT_ENABLED || depthonly || prepass)
10600 rsurface.lightmaptexture = NULL;
10601 rsurface.deluxemaptexture = NULL;
10602 rsurface.uselightmaptexture = false;
10603 // simply scan ahead until we find a different texture or lightmap state
10604 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10609 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10610 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10611 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10612 // simply scan ahead until we find a different texture or lightmap state
10613 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10616 // render the range of surfaces
10617 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10619 R_FrameData_ReturnToMark();
10622 float locboxvertex3f[6*4*3] =
10624 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10625 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10626 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10627 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10628 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10629 1,0,0, 0,0,0, 0,1,0, 1,1,0
10632 unsigned short locboxelements[6*2*3] =
10637 12,13,14, 12,14,15,
10638 16,17,18, 16,18,19,
10642 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10645 cl_locnode_t *loc = (cl_locnode_t *)ent;
10647 float vertex3f[6*4*3];
10649 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10650 GL_DepthMask(false);
10651 GL_DepthRange(0, 1);
10652 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10653 GL_DepthTest(true);
10654 GL_CullFace(GL_NONE);
10655 R_EntityMatrix(&identitymatrix);
10657 // R_Mesh_ResetTextureState();
10659 i = surfacelist[0];
10660 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10661 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10662 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10663 surfacelist[0] < 0 ? 0.5f : 0.125f);
10665 if (VectorCompare(loc->mins, loc->maxs))
10667 VectorSet(size, 2, 2, 2);
10668 VectorMA(loc->mins, -0.5f, size, mins);
10672 VectorCopy(loc->mins, mins);
10673 VectorSubtract(loc->maxs, loc->mins, size);
10676 for (i = 0;i < 6*4*3;)
10677 for (j = 0;j < 3;j++, i++)
10678 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10680 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10681 R_SetupShader_Generic_NoTexture(false, false);
10682 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10685 void R_DrawLocs(void)
10688 cl_locnode_t *loc, *nearestloc;
10690 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10691 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10693 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10694 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10698 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10700 if (decalsystem->decals)
10701 Mem_Free(decalsystem->decals);
10702 memset(decalsystem, 0, sizeof(*decalsystem));
10705 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10708 tridecal_t *decals;
10711 // expand or initialize the system
10712 if (decalsystem->maxdecals <= decalsystem->numdecals)
10714 decalsystem_t old = *decalsystem;
10715 qboolean useshortelements;
10716 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10717 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10718 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)));
10719 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10720 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10721 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10722 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10723 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10724 if (decalsystem->numdecals)
10725 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10727 Mem_Free(old.decals);
10728 for (i = 0;i < decalsystem->maxdecals*3;i++)
10729 decalsystem->element3i[i] = i;
10730 if (useshortelements)
10731 for (i = 0;i < decalsystem->maxdecals*3;i++)
10732 decalsystem->element3s[i] = i;
10735 // grab a decal and search for another free slot for the next one
10736 decals = decalsystem->decals;
10737 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10738 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10740 decalsystem->freedecal = i;
10741 if (decalsystem->numdecals <= i)
10742 decalsystem->numdecals = i + 1;
10744 // initialize the decal
10746 decal->triangleindex = triangleindex;
10747 decal->surfaceindex = surfaceindex;
10748 decal->decalsequence = decalsequence;
10749 decal->color4f[0][0] = c0[0];
10750 decal->color4f[0][1] = c0[1];
10751 decal->color4f[0][2] = c0[2];
10752 decal->color4f[0][3] = 1;
10753 decal->color4f[1][0] = c1[0];
10754 decal->color4f[1][1] = c1[1];
10755 decal->color4f[1][2] = c1[2];
10756 decal->color4f[1][3] = 1;
10757 decal->color4f[2][0] = c2[0];
10758 decal->color4f[2][1] = c2[1];
10759 decal->color4f[2][2] = c2[2];
10760 decal->color4f[2][3] = 1;
10761 decal->vertex3f[0][0] = v0[0];
10762 decal->vertex3f[0][1] = v0[1];
10763 decal->vertex3f[0][2] = v0[2];
10764 decal->vertex3f[1][0] = v1[0];
10765 decal->vertex3f[1][1] = v1[1];
10766 decal->vertex3f[1][2] = v1[2];
10767 decal->vertex3f[2][0] = v2[0];
10768 decal->vertex3f[2][1] = v2[1];
10769 decal->vertex3f[2][2] = v2[2];
10770 decal->texcoord2f[0][0] = t0[0];
10771 decal->texcoord2f[0][1] = t0[1];
10772 decal->texcoord2f[1][0] = t1[0];
10773 decal->texcoord2f[1][1] = t1[1];
10774 decal->texcoord2f[2][0] = t2[0];
10775 decal->texcoord2f[2][1] = t2[1];
10776 TriangleNormal(v0, v1, v2, decal->plane);
10777 VectorNormalize(decal->plane);
10778 decal->plane[3] = DotProduct(v0, decal->plane);
10781 extern cvar_t cl_decals_bias;
10782 extern cvar_t cl_decals_models;
10783 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10784 // baseparms, parms, temps
10785 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10790 const float *vertex3f;
10791 const float *normal3f;
10793 float points[2][9][3];
10800 e = rsurface.modelelement3i + 3*triangleindex;
10802 vertex3f = rsurface.modelvertex3f;
10803 normal3f = rsurface.modelnormal3f;
10807 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10809 index = 3*e[cornerindex];
10810 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10815 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10817 index = 3*e[cornerindex];
10818 VectorCopy(vertex3f + index, v[cornerindex]);
10823 //TriangleNormal(v[0], v[1], v[2], normal);
10824 //if (DotProduct(normal, localnormal) < 0.0f)
10826 // clip by each of the box planes formed from the projection matrix
10827 // if anything survives, we emit the decal
10828 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]);
10831 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]);
10834 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]);
10837 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]);
10840 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]);
10843 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]);
10846 // some part of the triangle survived, so we have to accept it...
10849 // dynamic always uses the original triangle
10851 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10853 index = 3*e[cornerindex];
10854 VectorCopy(vertex3f + index, v[cornerindex]);
10857 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10859 // convert vertex positions to texcoords
10860 Matrix4x4_Transform(projection, v[cornerindex], temp);
10861 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10862 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10863 // calculate distance fade from the projection origin
10864 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10865 f = bound(0.0f, f, 1.0f);
10866 c[cornerindex][0] = r * f;
10867 c[cornerindex][1] = g * f;
10868 c[cornerindex][2] = b * f;
10869 c[cornerindex][3] = 1.0f;
10870 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10873 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);
10875 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10876 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);
10878 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10880 matrix4x4_t projection;
10881 decalsystem_t *decalsystem;
10884 const msurface_t *surface;
10885 const msurface_t *surfaces;
10886 const int *surfacelist;
10887 const texture_t *texture;
10889 int numsurfacelist;
10890 int surfacelistindex;
10893 float localorigin[3];
10894 float localnormal[3];
10895 float localmins[3];
10896 float localmaxs[3];
10899 float planes[6][4];
10902 int bih_triangles_count;
10903 int bih_triangles[256];
10904 int bih_surfaces[256];
10906 decalsystem = &ent->decalsystem;
10907 model = ent->model;
10908 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10910 R_DecalSystem_Reset(&ent->decalsystem);
10914 if (!model->brush.data_leafs && !cl_decals_models.integer)
10916 if (decalsystem->model)
10917 R_DecalSystem_Reset(decalsystem);
10921 if (decalsystem->model != model)
10922 R_DecalSystem_Reset(decalsystem);
10923 decalsystem->model = model;
10925 RSurf_ActiveModelEntity(ent, true, false, false);
10927 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10928 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10929 VectorNormalize(localnormal);
10930 localsize = worldsize*rsurface.inversematrixscale;
10931 localmins[0] = localorigin[0] - localsize;
10932 localmins[1] = localorigin[1] - localsize;
10933 localmins[2] = localorigin[2] - localsize;
10934 localmaxs[0] = localorigin[0] + localsize;
10935 localmaxs[1] = localorigin[1] + localsize;
10936 localmaxs[2] = localorigin[2] + localsize;
10938 //VectorCopy(localnormal, planes[4]);
10939 //VectorVectors(planes[4], planes[2], planes[0]);
10940 AnglesFromVectors(angles, localnormal, NULL, false);
10941 AngleVectors(angles, planes[0], planes[2], planes[4]);
10942 VectorNegate(planes[0], planes[1]);
10943 VectorNegate(planes[2], planes[3]);
10944 VectorNegate(planes[4], planes[5]);
10945 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10946 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10947 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10948 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10949 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10950 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10955 matrix4x4_t forwardprojection;
10956 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10957 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10962 float projectionvector[4][3];
10963 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10964 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10965 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10966 projectionvector[0][0] = planes[0][0] * ilocalsize;
10967 projectionvector[0][1] = planes[1][0] * ilocalsize;
10968 projectionvector[0][2] = planes[2][0] * ilocalsize;
10969 projectionvector[1][0] = planes[0][1] * ilocalsize;
10970 projectionvector[1][1] = planes[1][1] * ilocalsize;
10971 projectionvector[1][2] = planes[2][1] * ilocalsize;
10972 projectionvector[2][0] = planes[0][2] * ilocalsize;
10973 projectionvector[2][1] = planes[1][2] * ilocalsize;
10974 projectionvector[2][2] = planes[2][2] * ilocalsize;
10975 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10976 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10977 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10978 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10982 dynamic = model->surfmesh.isanimated;
10983 numsurfacelist = model->nummodelsurfaces;
10984 surfacelist = model->sortedmodelsurfaces;
10985 surfaces = model->data_surfaces;
10988 bih_triangles_count = -1;
10991 if(model->render_bih.numleafs)
10992 bih = &model->render_bih;
10993 else if(model->collision_bih.numleafs)
10994 bih = &model->collision_bih;
10997 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10998 if(bih_triangles_count == 0)
11000 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11002 if(bih_triangles_count > 0)
11004 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11006 surfaceindex = bih_surfaces[triangleindex];
11007 surface = surfaces + surfaceindex;
11008 texture = surface->texture;
11009 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11011 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11013 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11018 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11020 surfaceindex = surfacelist[surfacelistindex];
11021 surface = surfaces + surfaceindex;
11022 // check cull box first because it rejects more than any other check
11023 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11025 // skip transparent surfaces
11026 texture = surface->texture;
11027 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11029 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11031 numtriangles = surface->num_triangles;
11032 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11033 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11038 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11039 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11041 int renderentityindex;
11042 float worldmins[3];
11043 float worldmaxs[3];
11044 entity_render_t *ent;
11046 if (!cl_decals_newsystem.integer)
11049 worldmins[0] = worldorigin[0] - worldsize;
11050 worldmins[1] = worldorigin[1] - worldsize;
11051 worldmins[2] = worldorigin[2] - worldsize;
11052 worldmaxs[0] = worldorigin[0] + worldsize;
11053 worldmaxs[1] = worldorigin[1] + worldsize;
11054 worldmaxs[2] = worldorigin[2] + worldsize;
11056 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11058 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11060 ent = r_refdef.scene.entities[renderentityindex];
11061 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11064 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11068 typedef struct r_decalsystem_splatqueue_s
11070 vec3_t worldorigin;
11071 vec3_t worldnormal;
11077 r_decalsystem_splatqueue_t;
11079 int r_decalsystem_numqueued = 0;
11080 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11082 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)
11084 r_decalsystem_splatqueue_t *queue;
11086 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11089 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11090 VectorCopy(worldorigin, queue->worldorigin);
11091 VectorCopy(worldnormal, queue->worldnormal);
11092 Vector4Set(queue->color, r, g, b, a);
11093 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11094 queue->worldsize = worldsize;
11095 queue->decalsequence = cl.decalsequence++;
11098 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11101 r_decalsystem_splatqueue_t *queue;
11103 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11104 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);
11105 r_decalsystem_numqueued = 0;
11108 extern cvar_t cl_decals_max;
11109 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11112 decalsystem_t *decalsystem = &ent->decalsystem;
11119 if (!decalsystem->numdecals)
11122 if (r_showsurfaces.integer)
11125 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11127 R_DecalSystem_Reset(decalsystem);
11131 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11132 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11134 if (decalsystem->lastupdatetime)
11135 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11138 decalsystem->lastupdatetime = r_refdef.scene.time;
11139 decal = decalsystem->decals;
11140 numdecals = decalsystem->numdecals;
11142 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11144 if (decal->color4f[0][3])
11146 decal->lived += frametime;
11147 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11149 memset(decal, 0, sizeof(*decal));
11150 if (decalsystem->freedecal > i)
11151 decalsystem->freedecal = i;
11155 decal = decalsystem->decals;
11156 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11159 // collapse the array by shuffling the tail decals into the gaps
11162 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11163 decalsystem->freedecal++;
11164 if (decalsystem->freedecal == numdecals)
11166 decal[decalsystem->freedecal] = decal[--numdecals];
11169 decalsystem->numdecals = numdecals;
11171 if (numdecals <= 0)
11173 // if there are no decals left, reset decalsystem
11174 R_DecalSystem_Reset(decalsystem);
11178 extern skinframe_t *decalskinframe;
11179 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11182 decalsystem_t *decalsystem = &ent->decalsystem;
11191 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11194 numdecals = decalsystem->numdecals;
11198 if (r_showsurfaces.integer)
11201 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11203 R_DecalSystem_Reset(decalsystem);
11207 // if the model is static it doesn't matter what value we give for
11208 // wantnormals and wanttangents, so this logic uses only rules applicable
11209 // to a model, knowing that they are meaningless otherwise
11210 if (ent == r_refdef.scene.worldentity)
11211 RSurf_ActiveWorldEntity();
11213 RSurf_ActiveModelEntity(ent, false, false, false);
11215 decalsystem->lastupdatetime = r_refdef.scene.time;
11216 decal = decalsystem->decals;
11218 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11220 // update vertex positions for animated models
11221 v3f = decalsystem->vertex3f;
11222 c4f = decalsystem->color4f;
11223 t2f = decalsystem->texcoord2f;
11224 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11226 if (!decal->color4f[0][3])
11229 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11233 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11236 // update color values for fading decals
11237 if (decal->lived >= cl_decals_time.value)
11238 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11242 c4f[ 0] = decal->color4f[0][0] * alpha;
11243 c4f[ 1] = decal->color4f[0][1] * alpha;
11244 c4f[ 2] = decal->color4f[0][2] * alpha;
11246 c4f[ 4] = decal->color4f[1][0] * alpha;
11247 c4f[ 5] = decal->color4f[1][1] * alpha;
11248 c4f[ 6] = decal->color4f[1][2] * alpha;
11250 c4f[ 8] = decal->color4f[2][0] * alpha;
11251 c4f[ 9] = decal->color4f[2][1] * alpha;
11252 c4f[10] = decal->color4f[2][2] * alpha;
11255 t2f[0] = decal->texcoord2f[0][0];
11256 t2f[1] = decal->texcoord2f[0][1];
11257 t2f[2] = decal->texcoord2f[1][0];
11258 t2f[3] = decal->texcoord2f[1][1];
11259 t2f[4] = decal->texcoord2f[2][0];
11260 t2f[5] = decal->texcoord2f[2][1];
11262 // update vertex positions for animated models
11263 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11265 e = rsurface.modelelement3i + 3*decal->triangleindex;
11266 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11267 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11268 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11272 VectorCopy(decal->vertex3f[0], v3f);
11273 VectorCopy(decal->vertex3f[1], v3f + 3);
11274 VectorCopy(decal->vertex3f[2], v3f + 6);
11277 if (r_refdef.fogenabled)
11279 alpha = RSurf_FogVertex(v3f);
11280 VectorScale(c4f, alpha, c4f);
11281 alpha = RSurf_FogVertex(v3f + 3);
11282 VectorScale(c4f + 4, alpha, c4f + 4);
11283 alpha = RSurf_FogVertex(v3f + 6);
11284 VectorScale(c4f + 8, alpha, c4f + 8);
11295 r_refdef.stats.drawndecals += numtris;
11297 // now render the decals all at once
11298 // (this assumes they all use one particle font texture!)
11299 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);
11300 // R_Mesh_ResetTextureState();
11301 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11302 GL_DepthMask(false);
11303 GL_DepthRange(0, 1);
11304 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11305 GL_DepthTest(true);
11306 GL_CullFace(GL_NONE);
11307 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11308 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11309 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11313 static void R_DrawModelDecals(void)
11317 // fade faster when there are too many decals
11318 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11319 for (i = 0;i < r_refdef.scene.numentities;i++)
11320 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11322 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11323 for (i = 0;i < r_refdef.scene.numentities;i++)
11324 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11325 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11327 R_DecalSystem_ApplySplatEntitiesQueue();
11329 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11330 for (i = 0;i < r_refdef.scene.numentities;i++)
11331 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11333 r_refdef.stats.totaldecals += numdecals;
11335 if (r_showsurfaces.integer)
11338 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11340 for (i = 0;i < r_refdef.scene.numentities;i++)
11342 if (!r_refdef.viewcache.entityvisible[i])
11344 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11345 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11349 extern cvar_t mod_collision_bih;
11350 static void R_DrawDebugModel(void)
11352 entity_render_t *ent = rsurface.entity;
11353 int i, j, k, l, flagsmask;
11354 const msurface_t *surface;
11355 dp_model_t *model = ent->model;
11358 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11361 if (r_showoverdraw.value > 0)
11363 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11364 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11365 R_SetupShader_Generic_NoTexture(false, false);
11366 GL_DepthTest(false);
11367 GL_DepthMask(false);
11368 GL_DepthRange(0, 1);
11369 GL_BlendFunc(GL_ONE, GL_ONE);
11370 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11372 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11374 rsurface.texture = R_GetCurrentTexture(surface->texture);
11375 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11377 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11378 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11379 if (!rsurface.texture->currentlayers->depthmask)
11380 GL_Color(c, 0, 0, 1.0f);
11381 else if (ent == r_refdef.scene.worldentity)
11382 GL_Color(c, c, c, 1.0f);
11384 GL_Color(0, c, 0, 1.0f);
11385 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11389 rsurface.texture = NULL;
11392 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11394 // R_Mesh_ResetTextureState();
11395 R_SetupShader_Generic_NoTexture(false, false);
11396 GL_DepthRange(0, 1);
11397 GL_DepthTest(!r_showdisabledepthtest.integer);
11398 GL_DepthMask(false);
11399 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11401 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11405 qboolean cullbox = ent == r_refdef.scene.worldentity;
11406 const q3mbrush_t *brush;
11407 const bih_t *bih = &model->collision_bih;
11408 const bih_leaf_t *bihleaf;
11409 float vertex3f[3][3];
11410 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11412 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11414 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11416 switch (bihleaf->type)
11419 brush = model->brush.data_brushes + bihleaf->itemindex;
11420 if (brush->colbrushf && brush->colbrushf->numtriangles)
11422 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);
11423 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11424 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11427 case BIH_COLLISIONTRIANGLE:
11428 triangleindex = bihleaf->itemindex;
11429 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11430 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11431 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11432 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);
11433 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11434 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11436 case BIH_RENDERTRIANGLE:
11437 triangleindex = bihleaf->itemindex;
11438 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11439 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11440 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11441 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);
11442 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11443 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11449 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11452 if (r_showtris.integer && qglPolygonMode)
11454 if (r_showdisabledepthtest.integer)
11456 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11457 GL_DepthMask(false);
11461 GL_BlendFunc(GL_ONE, GL_ZERO);
11462 GL_DepthMask(true);
11464 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11465 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11467 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11469 rsurface.texture = R_GetCurrentTexture(surface->texture);
11470 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11472 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11473 if (!rsurface.texture->currentlayers->depthmask)
11474 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11475 else if (ent == r_refdef.scene.worldentity)
11476 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11478 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11479 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11483 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11484 rsurface.texture = NULL;
11487 if (r_shownormals.value != 0 && qglBegin)
11489 if (r_showdisabledepthtest.integer)
11491 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11492 GL_DepthMask(false);
11496 GL_BlendFunc(GL_ONE, GL_ZERO);
11497 GL_DepthMask(true);
11499 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11501 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11503 rsurface.texture = R_GetCurrentTexture(surface->texture);
11504 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11506 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11507 qglBegin(GL_LINES);
11508 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11510 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11512 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11513 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11514 qglVertex3f(v[0], v[1], v[2]);
11515 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11516 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11517 qglVertex3f(v[0], v[1], v[2]);
11520 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11522 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11524 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11525 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11526 qglVertex3f(v[0], v[1], v[2]);
11527 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11528 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11529 qglVertex3f(v[0], v[1], v[2]);
11532 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11534 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11536 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11537 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11538 qglVertex3f(v[0], v[1], v[2]);
11539 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11540 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11541 qglVertex3f(v[0], v[1], v[2]);
11544 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11546 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11548 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11549 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11550 qglVertex3f(v[0], v[1], v[2]);
11551 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11552 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11553 qglVertex3f(v[0], v[1], v[2]);
11560 rsurface.texture = NULL;
11565 int r_maxsurfacelist = 0;
11566 const msurface_t **r_surfacelist = NULL;
11567 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11569 int i, j, endj, flagsmask;
11570 dp_model_t *model = r_refdef.scene.worldmodel;
11571 msurface_t *surfaces;
11572 unsigned char *update;
11573 int numsurfacelist = 0;
11577 if (r_maxsurfacelist < model->num_surfaces)
11579 r_maxsurfacelist = model->num_surfaces;
11581 Mem_Free((msurface_t**)r_surfacelist);
11582 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11585 RSurf_ActiveWorldEntity();
11587 surfaces = model->data_surfaces;
11588 update = model->brushq1.lightmapupdateflags;
11590 // update light styles on this submodel
11591 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11593 model_brush_lightstyleinfo_t *style;
11594 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11596 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11598 int *list = style->surfacelist;
11599 style->value = r_refdef.scene.lightstylevalue[style->style];
11600 for (j = 0;j < style->numsurfaces;j++)
11601 update[list[j]] = true;
11606 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11610 R_DrawDebugModel();
11611 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11615 rsurface.lightmaptexture = NULL;
11616 rsurface.deluxemaptexture = NULL;
11617 rsurface.uselightmaptexture = false;
11618 rsurface.texture = NULL;
11619 rsurface.rtlight = NULL;
11620 numsurfacelist = 0;
11621 // add visible surfaces to draw list
11622 for (i = 0;i < model->nummodelsurfaces;i++)
11624 j = model->sortedmodelsurfaces[i];
11625 if (r_refdef.viewcache.world_surfacevisible[j])
11626 r_surfacelist[numsurfacelist++] = surfaces + j;
11628 // update lightmaps if needed
11629 if (model->brushq1.firstrender)
11631 model->brushq1.firstrender = false;
11632 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11634 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11638 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11639 if (r_refdef.viewcache.world_surfacevisible[j])
11641 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11643 // don't do anything if there were no surfaces
11644 if (!numsurfacelist)
11646 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11649 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11651 // add to stats if desired
11652 if (r_speeds.integer && !skysurfaces && !depthonly)
11654 r_refdef.stats.world_surfaces += numsurfacelist;
11655 for (j = 0;j < numsurfacelist;j++)
11656 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11659 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11662 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11664 int i, j, endj, flagsmask;
11665 dp_model_t *model = ent->model;
11666 msurface_t *surfaces;
11667 unsigned char *update;
11668 int numsurfacelist = 0;
11672 if (r_maxsurfacelist < model->num_surfaces)
11674 r_maxsurfacelist = model->num_surfaces;
11676 Mem_Free((msurface_t **)r_surfacelist);
11677 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11680 // if the model is static it doesn't matter what value we give for
11681 // wantnormals and wanttangents, so this logic uses only rules applicable
11682 // to a model, knowing that they are meaningless otherwise
11683 if (ent == r_refdef.scene.worldentity)
11684 RSurf_ActiveWorldEntity();
11685 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11686 RSurf_ActiveModelEntity(ent, false, false, false);
11688 RSurf_ActiveModelEntity(ent, true, true, true);
11689 else if (depthonly)
11691 switch (vid.renderpath)
11693 case RENDERPATH_GL20:
11694 case RENDERPATH_D3D9:
11695 case RENDERPATH_D3D10:
11696 case RENDERPATH_D3D11:
11697 case RENDERPATH_SOFT:
11698 case RENDERPATH_GLES2:
11699 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11701 case RENDERPATH_GL11:
11702 case RENDERPATH_GL13:
11703 case RENDERPATH_GLES1:
11704 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11710 switch (vid.renderpath)
11712 case RENDERPATH_GL20:
11713 case RENDERPATH_D3D9:
11714 case RENDERPATH_D3D10:
11715 case RENDERPATH_D3D11:
11716 case RENDERPATH_SOFT:
11717 case RENDERPATH_GLES2:
11718 RSurf_ActiveModelEntity(ent, true, true, false);
11720 case RENDERPATH_GL11:
11721 case RENDERPATH_GL13:
11722 case RENDERPATH_GLES1:
11723 RSurf_ActiveModelEntity(ent, true, false, false);
11728 surfaces = model->data_surfaces;
11729 update = model->brushq1.lightmapupdateflags;
11731 // update light styles
11732 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11734 model_brush_lightstyleinfo_t *style;
11735 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11737 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11739 int *list = style->surfacelist;
11740 style->value = r_refdef.scene.lightstylevalue[style->style];
11741 for (j = 0;j < style->numsurfaces;j++)
11742 update[list[j]] = true;
11747 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11751 R_DrawDebugModel();
11752 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11756 rsurface.lightmaptexture = NULL;
11757 rsurface.deluxemaptexture = NULL;
11758 rsurface.uselightmaptexture = false;
11759 rsurface.texture = NULL;
11760 rsurface.rtlight = NULL;
11761 numsurfacelist = 0;
11762 // add visible surfaces to draw list
11763 for (i = 0;i < model->nummodelsurfaces;i++)
11764 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11765 // don't do anything if there were no surfaces
11766 if (!numsurfacelist)
11768 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11771 // update lightmaps if needed
11775 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11780 R_BuildLightMap(ent, surfaces + j);
11785 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11787 R_BuildLightMap(ent, surfaces + j);
11788 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11790 // add to stats if desired
11791 if (r_speeds.integer && !skysurfaces && !depthonly)
11793 r_refdef.stats.entities_surfaces += numsurfacelist;
11794 for (j = 0;j < numsurfacelist;j++)
11795 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11798 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11801 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11803 static texture_t texture;
11804 static msurface_t surface;
11805 const msurface_t *surfacelist = &surface;
11807 // fake enough texture and surface state to render this geometry
11809 texture.update_lastrenderframe = -1; // regenerate this texture
11810 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11811 texture.currentskinframe = skinframe;
11812 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11813 texture.offsetmapping = OFFSETMAPPING_OFF;
11814 texture.offsetscale = 1;
11815 texture.specularscalemod = 1;
11816 texture.specularpowermod = 1;
11818 surface.texture = &texture;
11819 surface.num_triangles = numtriangles;
11820 surface.num_firsttriangle = firsttriangle;
11821 surface.num_vertices = numvertices;
11822 surface.num_firstvertex = firstvertex;
11825 rsurface.texture = R_GetCurrentTexture(surface.texture);
11826 rsurface.lightmaptexture = NULL;
11827 rsurface.deluxemaptexture = NULL;
11828 rsurface.uselightmaptexture = false;
11829 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11832 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)
11834 static msurface_t surface;
11835 const msurface_t *surfacelist = &surface;
11837 // fake enough texture and surface state to render this geometry
11838 surface.texture = texture;
11839 surface.num_triangles = numtriangles;
11840 surface.num_firsttriangle = firsttriangle;
11841 surface.num_vertices = numvertices;
11842 surface.num_firstvertex = firstvertex;
11845 rsurface.texture = R_GetCurrentTexture(surface.texture);
11846 rsurface.lightmaptexture = NULL;
11847 rsurface.deluxemaptexture = NULL;
11848 rsurface.uselightmaptexture = false;
11849 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);