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"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "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"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 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)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 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"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 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)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 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)"};
86 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)"};
87 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)"};
88 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)"};
89 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
91 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)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 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"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
115 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"};
117 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"};
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
128 extern cvar_t v_glslgamma;
130 extern qboolean v_flipped_state;
132 static struct r_bloomstate_s
137 int bloomwidth, bloomheight;
139 int screentexturewidth, screentextureheight;
140 rtexture_t *texture_screen;
142 int bloomtexturewidth, bloomtextureheight;
143 rtexture_t *texture_bloom;
145 // arrays for rendering the screen passes
146 float screentexcoord2f[8];
147 float bloomtexcoord2f[8];
148 float offsettexcoord2f[8];
152 typedef struct r_waterstate_waterplane_s
154 rtexture_t *texture_refraction;
155 rtexture_t *texture_reflection;
157 int materialflags; // combined flags of all water surfaces on this plane
158 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
161 r_waterstate_waterplane_t;
163 #define MAX_WATERPLANES 16
165 static struct r_waterstate_s
169 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171 int waterwidth, waterheight;
172 int texturewidth, textureheight;
174 int maxwaterplanes; // same as MAX_WATERPLANES
176 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178 float screenscale[2];
179 float screencenter[2];
183 // shadow volume bsp struct with automatically growing nodes buffer
186 rtexture_t *r_texture_blanknormalmap;
187 rtexture_t *r_texture_white;
188 rtexture_t *r_texture_grey128;
189 rtexture_t *r_texture_black;
190 rtexture_t *r_texture_notexture;
191 rtexture_t *r_texture_whitecube;
192 rtexture_t *r_texture_normalizationcube;
193 rtexture_t *r_texture_fogattenuation;
194 rtexture_t *r_texture_gammaramps;
195 unsigned int r_texture_gammaramps_serial;
196 //rtexture_t *r_texture_fogintensity;
198 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
199 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
201 // vertex coordinates for a quad that covers the screen exactly
202 const static float r_screenvertex3f[12] =
210 extern void R_DrawModelShadows(void);
212 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
215 for (i = 0;i < verts;i++)
226 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
229 for (i = 0;i < verts;i++)
239 // FIXME: move this to client?
242 if (gamemode == GAME_NEHAHRA)
244 Cvar_Set("gl_fogenable", "0");
245 Cvar_Set("gl_fogdensity", "0.2");
246 Cvar_Set("gl_fogred", "0.3");
247 Cvar_Set("gl_foggreen", "0.3");
248 Cvar_Set("gl_fogblue", "0.3");
250 r_refdef.fog_density = 0;
251 r_refdef.fog_red = 0;
252 r_refdef.fog_green = 0;
253 r_refdef.fog_blue = 0;
254 r_refdef.fog_alpha = 1;
255 r_refdef.fog_start = 0;
256 r_refdef.fog_end = 0;
259 float FogForDistance(vec_t dist)
261 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
262 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
265 float FogPoint_World(const vec3_t p)
267 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
270 float FogPoint_Model(const vec3_t p)
272 return FogForDistance(VectorDistance((p), rsurface.modelorg));
275 static void R_BuildBlankTextures(void)
277 unsigned char data[4];
278 data[2] = 128; // normal X
279 data[1] = 128; // normal Y
280 data[0] = 255; // normal Z
281 data[3] = 128; // height
282 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
300 static void R_BuildNoTexture(void)
303 unsigned char pix[16][16][4];
304 // this makes a light grey/dark grey checkerboard texture
305 for (y = 0;y < 16;y++)
307 for (x = 0;x < 16;x++)
309 if ((y < 8) ^ (x < 8))
325 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
328 static void R_BuildWhiteCube(void)
330 unsigned char data[6*1*1*4];
331 memset(data, 255, sizeof(data));
332 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
335 static void R_BuildNormalizationCube(void)
339 vec_t s, t, intensity;
341 unsigned char data[6][NORMSIZE][NORMSIZE][4];
342 for (side = 0;side < 6;side++)
344 for (y = 0;y < NORMSIZE;y++)
346 for (x = 0;x < NORMSIZE;x++)
348 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
384 intensity = 127.0f / sqrt(DotProduct(v, v));
385 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388 data[side][y][x][3] = 255;
392 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
395 static void R_BuildFogTexture(void)
399 unsigned char data1[FOGWIDTH][4];
400 //unsigned char data2[FOGWIDTH][4];
403 r_refdef.fogmasktable_start = r_refdef.fog_start;
404 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405 r_refdef.fogmasktable_range = r_refdef.fogrange;
406 r_refdef.fogmasktable_density = r_refdef.fog_density;
408 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
411 d = (x * r - r_refdef.fogmasktable_start);
412 if(developer.integer >= 100)
413 Con_Printf("%f ", d);
415 if (r_fog_exp2.integer)
416 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
418 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419 if(developer.integer >= 100)
420 Con_Printf(" : %f ", alpha);
421 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422 if(developer.integer >= 100)
423 Con_Printf(" = %f\n", alpha);
424 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
427 for (x = 0;x < FOGWIDTH;x++)
429 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434 //data2[x][0] = 255 - b;
435 //data2[x][1] = 255 - b;
436 //data2[x][2] = 255 - b;
439 if (r_texture_fogattenuation)
441 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
446 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
447 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
455 "// common definitions between vertex shader and fragment shader:\n"
457 "//#ifdef __GLSL_CG_DATA_TYPES\n"
458 "//# define myhalf half\n"
459 "//# define myhalf2 half2\n"
460 "//# define myhalf3 half3\n"
461 "//# define myhalf4 half4\n"
463 "# define myhalf float\n"
464 "# define myhalf2 vec2\n"
465 "# define myhalf3 vec3\n"
466 "# define myhalf4 vec4\n"
469 "#ifdef MODE_DEPTH_OR_SHADOW\n"
471 "# ifdef VERTEX_SHADER\n"
474 " gl_Position = ftransform();\n"
480 "#ifdef MODE_POSTPROCESS\n"
481 "# ifdef VERTEX_SHADER\n"
484 " gl_FrontColor = gl_Color;\n"
485 " gl_Position = ftransform();\n"
486 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
488 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
492 "# ifdef FRAGMENT_SHADER\n"
494 "uniform sampler2D Texture_First;\n"
496 "uniform sampler2D Texture_Second;\n"
498 "#ifdef USEGAMMARAMPS\n"
499 "uniform sampler2D Texture_GammaRamps;\n"
501 "#ifdef USEVERTEXTEXTUREBLEND\n"
502 "uniform vec4 TintColor;\n"
504 "#ifdef USECOLORMOD\n"
505 "uniform vec3 Gamma;\n"
507 "//uncomment these if you want to use them:\n"
508 "// uniform vec4 UserVec1;\n"
509 "// uniform vec4 UserVec2;\n"
510 "// uniform vec4 UserVec3;\n"
511 "// uniform vec4 UserVec4;\n"
512 "// uniform float ClientTime;\n"
513 "// uniform vec2 PixelSize;\n"
516 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
518 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
520 "#ifdef USEVERTEXTEXTUREBLEND\n"
521 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
524 "#ifdef USEPOSTPROCESSING\n"
525 "// add your own postprocessing here or make your own ifdef for it\n"
528 "#ifdef USEGAMMARAMPS\n"
529 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
530 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
531 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
538 "#ifdef MODE_GENERIC\n"
539 "# ifdef VERTEX_SHADER\n"
542 " gl_FrontColor = gl_Color;\n"
543 "# ifdef USEDIFFUSE\n"
544 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
546 "# ifdef USESPECULAR\n"
547 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
549 " gl_Position = ftransform();\n"
552 "# ifdef FRAGMENT_SHADER\n"
554 "# ifdef USEDIFFUSE\n"
555 "uniform sampler2D Texture_First;\n"
557 "# ifdef USESPECULAR\n"
558 "uniform sampler2D Texture_Second;\n"
563 " gl_FragColor = gl_Color;\n"
564 "# ifdef USEDIFFUSE\n"
565 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
568 "# ifdef USESPECULAR\n"
569 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
571 "# ifdef USECOLORMAPPING\n"
572 " gl_FragColor *= tex2;\n"
575 " gl_FragColor += tex2;\n"
577 "# ifdef USEVERTEXTEXTUREBLEND\n"
578 " gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
583 "#else // !MODE_GENERIC\n"
585 "varying vec2 TexCoord;\n"
586 "varying vec2 TexCoordLightmap;\n"
588 "#ifdef MODE_LIGHTSOURCE\n"
589 "varying vec3 CubeVector;\n"
592 "#ifdef MODE_LIGHTSOURCE\n"
593 "varying vec3 LightVector;\n"
595 "#ifdef MODE_LIGHTDIRECTION\n"
596 "varying vec3 LightVector;\n"
599 "varying vec3 EyeVector;\n"
601 "varying vec3 EyeVectorModelSpace;\n"
604 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
605 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
606 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
608 "#ifdef MODE_WATER\n"
609 "varying vec4 ModelViewProjectionPosition;\n"
611 "#ifdef MODE_REFRACTION\n"
612 "varying vec4 ModelViewProjectionPosition;\n"
614 "#ifdef USEREFLECTION\n"
615 "varying vec4 ModelViewProjectionPosition;\n"
622 "// vertex shader specific:\n"
623 "#ifdef VERTEX_SHADER\n"
625 "uniform vec3 LightPosition;\n"
626 "uniform vec3 EyePosition;\n"
627 "uniform vec3 LightDir;\n"
629 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
633 " gl_FrontColor = gl_Color;\n"
634 " // copy the surface texcoord\n"
635 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
636 "#ifndef MODE_LIGHTSOURCE\n"
637 "# ifndef MODE_LIGHTDIRECTION\n"
638 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
642 "#ifdef MODE_LIGHTSOURCE\n"
643 " // transform vertex position into light attenuation/cubemap space\n"
644 " // (-1 to +1 across the light box)\n"
645 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
647 " // transform unnormalized light direction into tangent space\n"
648 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
649 " // normalize it per pixel)\n"
650 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
651 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
652 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
653 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
656 "#ifdef MODE_LIGHTDIRECTION\n"
657 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
658 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
659 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
662 " // transform unnormalized eye direction into tangent space\n"
664 " vec3 EyeVectorModelSpace;\n"
666 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
667 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
668 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
669 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
671 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
672 " VectorS = gl_MultiTexCoord1.xyz;\n"
673 " VectorT = gl_MultiTexCoord2.xyz;\n"
674 " VectorR = gl_MultiTexCoord3.xyz;\n"
677 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
678 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
679 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
680 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
683 "// transform vertex to camera space, using ftransform to match non-VS\n"
685 " gl_Position = ftransform();\n"
687 "#ifdef MODE_WATER\n"
688 " ModelViewProjectionPosition = gl_Position;\n"
690 "#ifdef MODE_REFRACTION\n"
691 " ModelViewProjectionPosition = gl_Position;\n"
693 "#ifdef USEREFLECTION\n"
694 " ModelViewProjectionPosition = gl_Position;\n"
698 "#endif // VERTEX_SHADER\n"
703 "// fragment shader specific:\n"
704 "#ifdef FRAGMENT_SHADER\n"
706 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
707 "uniform sampler2D Texture_Normal;\n"
708 "uniform sampler2D Texture_Color;\n"
709 "uniform sampler2D Texture_Gloss;\n"
710 "uniform sampler2D Texture_Glow;\n"
711 "uniform sampler2D Texture_SecondaryNormal;\n"
712 "uniform sampler2D Texture_SecondaryColor;\n"
713 "uniform sampler2D Texture_SecondaryGloss;\n"
714 "uniform sampler2D Texture_SecondaryGlow;\n"
715 "uniform sampler2D Texture_Pants;\n"
716 "uniform sampler2D Texture_Shirt;\n"
717 "uniform sampler2D Texture_FogMask;\n"
718 "uniform sampler2D Texture_Lightmap;\n"
719 "uniform sampler2D Texture_Deluxemap;\n"
720 "uniform sampler2D Texture_Refraction;\n"
721 "uniform sampler2D Texture_Reflection;\n"
722 "uniform sampler2D Texture_Attenuation;\n"
723 "uniform samplerCube Texture_Cube;\n"
725 "uniform myhalf3 LightColor;\n"
726 "uniform myhalf3 AmbientColor;\n"
727 "uniform myhalf3 DiffuseColor;\n"
728 "uniform myhalf3 SpecularColor;\n"
729 "uniform myhalf3 Color_Pants;\n"
730 "uniform myhalf3 Color_Shirt;\n"
731 "uniform myhalf3 FogColor;\n"
733 "uniform myhalf4 TintColor;\n"
736 "//#ifdef MODE_WATER\n"
737 "uniform vec4 DistortScaleRefractReflect;\n"
738 "uniform vec4 ScreenScaleRefractReflect;\n"
739 "uniform vec4 ScreenCenterRefractReflect;\n"
740 "uniform myhalf4 RefractColor;\n"
741 "uniform myhalf4 ReflectColor;\n"
742 "uniform myhalf ReflectFactor;\n"
743 "uniform myhalf ReflectOffset;\n"
745 "//# ifdef MODE_REFRACTION\n"
746 "//uniform vec4 DistortScaleRefractReflect;\n"
747 "//uniform vec4 ScreenScaleRefractReflect;\n"
748 "//uniform vec4 ScreenCenterRefractReflect;\n"
749 "//uniform myhalf4 RefractColor;\n"
750 "//# ifdef USEREFLECTION\n"
751 "//uniform myhalf4 ReflectColor;\n"
754 "//# ifdef USEREFLECTION\n"
755 "//uniform vec4 DistortScaleRefractReflect;\n"
756 "//uniform vec4 ScreenScaleRefractReflect;\n"
757 "//uniform vec4 ScreenCenterRefractReflect;\n"
758 "//uniform myhalf4 ReflectColor;\n"
763 "uniform myhalf GlowScale;\n"
764 "uniform myhalf SceneBrightness;\n"
765 "#ifdef USECONTRASTBOOST\n"
766 "uniform myhalf ContrastBoostCoeff;\n"
769 "uniform float OffsetMapping_Scale;\n"
770 "uniform float OffsetMapping_Bias;\n"
771 "uniform float FogRangeRecip;\n"
773 "uniform myhalf AmbientScale;\n"
774 "uniform myhalf DiffuseScale;\n"
775 "uniform myhalf SpecularScale;\n"
776 "uniform myhalf SpecularPower;\n"
778 "#ifdef USEOFFSETMAPPING\n"
779 "vec2 OffsetMapping(vec2 TexCoord)\n"
781 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
782 " // 14 sample relief mapping: linear search and then binary search\n"
783 " // this basically steps forward a small amount repeatedly until it finds\n"
784 " // itself inside solid, then jitters forward and back using decreasing\n"
785 " // amounts to find the impact\n"
786 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
787 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
788 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
789 " vec3 RT = vec3(TexCoord, 1);\n"
790 " OffsetVector *= 0.1;\n"
791 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
792 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
793 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
794 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
795 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
796 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
797 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
798 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
799 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
800 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
801 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
802 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
803 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
804 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
807 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
808 " // this basically moves forward the full distance, and then backs up based\n"
809 " // on height of samples\n"
810 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
811 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
812 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
813 " TexCoord += OffsetVector;\n"
814 " OffsetVector *= 0.333;\n"
815 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
816 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
817 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
818 " return TexCoord;\n"
821 "#endif // USEOFFSETMAPPING\n"
823 "#ifdef MODE_WATER\n"
828 "#ifdef USEOFFSETMAPPING\n"
829 " // apply offsetmapping\n"
830 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
831 "#define TexCoord TexCoordOffset\n"
834 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
835 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
836 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
837 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
838 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
841 "#else // !MODE_WATER\n"
842 "#ifdef MODE_REFRACTION\n"
844 "// refraction pass\n"
847 "#ifdef USEOFFSETMAPPING\n"
848 " // apply offsetmapping\n"
849 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
850 "#define TexCoord TexCoordOffset\n"
853 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
854 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
855 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
856 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
859 "#else // !MODE_REFRACTION\n"
862 "#ifdef USEOFFSETMAPPING\n"
863 " // apply offsetmapping\n"
864 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
865 "#define TexCoord TexCoordOffset\n"
868 " // combine the diffuse textures (base, pants, shirt)\n"
869 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
870 "#ifdef USECOLORMAPPING\n"
871 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
873 "#ifdef USEVERTEXTEXTUREBLEND\n"
874 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
875 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
876 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
877 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
878 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
881 "#ifdef USEDIFFUSE\n"
882 " // get the surface normal and the gloss color\n"
883 "# ifdef USEVERTEXTEXTUREBLEND\n"
884 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
885 "# ifdef USESPECULAR\n"
886 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
889 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
890 "# ifdef USESPECULAR\n"
891 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
898 "#ifdef MODE_LIGHTSOURCE\n"
901 " // calculate surface normal, light normal, and specular normal\n"
902 " // compute color intensity for the two textures (colormap and glossmap)\n"
903 " // scale by light color and attenuation as efficiently as possible\n"
904 " // (do as much scalar math as possible rather than vector math)\n"
905 "# ifdef USEDIFFUSE\n"
906 " // get the light normal\n"
907 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
909 "# ifdef USESPECULAR\n"
910 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
912 " // calculate directional shading\n"
913 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
915 "# ifdef USEDIFFUSE\n"
916 " // calculate directional shading\n"
917 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
919 " // calculate directionless shading\n"
920 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
924 "# ifdef USECUBEFILTER\n"
925 " // apply light cubemap filter\n"
926 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
927 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
929 "#endif // MODE_LIGHTSOURCE\n"
934 "#ifdef MODE_LIGHTDIRECTION\n"
935 " // directional model lighting\n"
936 "# ifdef USEDIFFUSE\n"
937 " // get the light normal\n"
938 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
940 "# ifdef USESPECULAR\n"
941 " // calculate directional shading\n"
942 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
943 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
944 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
946 "# ifdef USEDIFFUSE\n"
948 " // calculate directional shading\n"
949 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
951 " color.rgb *= AmbientColor;\n"
954 "#endif // MODE_LIGHTDIRECTION\n"
959 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
960 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
962 " // get the light normal\n"
963 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
964 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
965 " // calculate directional shading\n"
966 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
967 "# ifdef USESPECULAR\n"
968 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
969 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 " // get the light normal\n"
983 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
984 " // calculate directional shading\n"
985 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
988 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
991 " // apply lightmap color\n"
992 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
993 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
998 "#ifdef MODE_LIGHTMAP\n"
999 " // apply lightmap color\n"
1000 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1001 "#endif // MODE_LIGHTMAP\n"
1006 "#ifdef MODE_VERTEXCOLOR\n"
1007 " // apply lightmap color\n"
1008 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1009 "#endif // MODE_VERTEXCOLOR\n"
1014 "#ifdef MODE_FLATCOLOR\n"
1015 "#endif // MODE_FLATCOLOR\n"
1023 " color *= TintColor;\n"
1026 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1029 "#ifdef USECONTRASTBOOST\n"
1030 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1033 " color.rgb *= SceneBrightness;\n"
1035 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1037 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1040 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1041 "#ifdef USEREFLECTION\n"
1042 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1043 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1044 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1045 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1048 " gl_FragColor = vec4(color);\n"
1050 "#endif // !MODE_REFRACTION\n"
1051 "#endif // !MODE_WATER\n"
1053 "#endif // FRAGMENT_SHADER\n"
1055 "#endif // !MODE_GENERIC\n"
1056 "#endif // !MODE_POSTPROCESS\n"
1057 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1060 typedef struct shaderpermutationinfo_s
1062 const char *pretext;
1065 shaderpermutationinfo_t;
1067 typedef struct shadermodeinfo_s
1069 const char *vertexfilename;
1070 const char *geometryfilename;
1071 const char *fragmentfilename;
1072 const char *pretext;
1077 typedef enum shaderpermutation_e
1079 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1080 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1081 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1082 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1083 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1084 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1085 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1086 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1087 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1088 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1089 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1090 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1091 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1092 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1093 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1095 shaderpermutation_t;
1097 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1098 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1100 {"#define USEDIFFUSE\n", " diffuse"},
1101 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1102 {"#define USECOLORMAPPING\n", " colormapping"},
1103 {"#define USECONTRASTBOOST\n", " contrastboost"},
1104 {"#define USEFOG\n", " fog"},
1105 {"#define USECUBEFILTER\n", " cubefilter"},
1106 {"#define USEGLOW\n", " glow"},
1107 {"#define USESPECULAR\n", " specular"},
1108 {"#define USEREFLECTION\n", " reflection"},
1109 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1110 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1111 {"#define USEGAMMARAMPS\n", " gammaramps"},
1112 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1115 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1116 typedef enum shadermode_e
1118 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1119 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1120 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1121 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1122 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1123 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1124 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1125 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1126 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1127 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1128 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1129 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1134 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1135 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1137 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1138 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1139 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1140 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1141 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1142 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1145 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1151 typedef struct r_glsl_permutation_s
1153 // indicates if we have tried compiling this permutation already
1155 // 0 if compilation failed
1157 // locations of detected uniforms in program object, or -1 if not found
1158 int loc_Texture_First;
1159 int loc_Texture_Second;
1160 int loc_Texture_GammaRamps;
1161 int loc_Texture_Normal;
1162 int loc_Texture_Color;
1163 int loc_Texture_Gloss;
1164 int loc_Texture_Glow;
1165 int loc_Texture_SecondaryNormal;
1166 int loc_Texture_SecondaryColor;
1167 int loc_Texture_SecondaryGloss;
1168 int loc_Texture_SecondaryGlow;
1169 int loc_Texture_Pants;
1170 int loc_Texture_Shirt;
1171 int loc_Texture_FogMask;
1172 int loc_Texture_Lightmap;
1173 int loc_Texture_Deluxemap;
1174 int loc_Texture_Attenuation;
1175 int loc_Texture_Cube;
1176 int loc_Texture_Refraction;
1177 int loc_Texture_Reflection;
1179 int loc_LightPosition;
1180 int loc_EyePosition;
1181 int loc_Color_Pants;
1182 int loc_Color_Shirt;
1183 int loc_FogRangeRecip;
1184 int loc_AmbientScale;
1185 int loc_DiffuseScale;
1186 int loc_SpecularScale;
1187 int loc_SpecularPower;
1189 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1190 int loc_OffsetMapping_Scale;
1192 int loc_AmbientColor;
1193 int loc_DiffuseColor;
1194 int loc_SpecularColor;
1196 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1197 int loc_GammaCoeff; // 1 / gamma
1198 int loc_DistortScaleRefractReflect;
1199 int loc_ScreenScaleRefractReflect;
1200 int loc_ScreenCenterRefractReflect;
1201 int loc_RefractColor;
1202 int loc_ReflectColor;
1203 int loc_ReflectFactor;
1204 int loc_ReflectOffset;
1212 r_glsl_permutation_t;
1214 // information about each possible shader permutation
1215 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1216 // currently selected permutation
1217 r_glsl_permutation_t *r_glsl_permutation;
1219 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1222 if (!filename || !filename[0])
1224 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1227 if (printfromdisknotice)
1228 Con_DPrint("from disk... ");
1229 return shaderstring;
1231 else if (!strcmp(filename, "glsl/default.glsl"))
1233 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1234 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1236 return shaderstring;
1239 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1242 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1243 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1244 int vertstrings_count = 0;
1245 int geomstrings_count = 0;
1246 int fragstrings_count = 0;
1247 char *vertexstring, *geometrystring, *fragmentstring;
1248 const char *vertstrings_list[32+3];
1249 const char *geomstrings_list[32+3];
1250 const char *fragstrings_list[32+3];
1251 char permutationname[256];
1258 permutationname[0] = 0;
1259 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1260 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1261 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1263 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1265 // the first pretext is which type of shader to compile as
1266 // (later these will all be bound together as a program object)
1267 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1268 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1269 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1271 // the second pretext is the mode (for example a light source)
1272 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1273 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1274 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1275 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1277 // now add all the permutation pretexts
1278 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1280 if (permutation & (1<<i))
1282 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1283 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1284 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1285 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1289 // keep line numbers correct
1290 vertstrings_list[vertstrings_count++] = "\n";
1291 geomstrings_list[geomstrings_count++] = "\n";
1292 fragstrings_list[fragstrings_count++] = "\n";
1296 // now append the shader text itself
1297 vertstrings_list[vertstrings_count++] = vertexstring;
1298 geomstrings_list[geomstrings_count++] = geometrystring;
1299 fragstrings_list[fragstrings_count++] = fragmentstring;
1301 // if any sources were NULL, clear the respective list
1303 vertstrings_count = 0;
1304 if (!geometrystring)
1305 geomstrings_count = 0;
1306 if (!fragmentstring)
1307 fragstrings_count = 0;
1309 // compile the shader program
1310 if (vertstrings_count + geomstrings_count + fragstrings_count)
1311 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1315 qglUseProgramObjectARB(p->program);CHECKGLERROR
1316 // look up all the uniform variable names we care about, so we don't
1317 // have to look them up every time we set them
1318 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1319 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1320 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1321 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1322 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1323 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1324 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1325 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1326 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1327 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1328 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1329 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1330 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1331 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1332 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1333 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1334 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1335 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1336 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1337 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1338 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1339 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1340 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1341 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1342 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1343 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1344 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1345 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1346 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1347 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1348 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1349 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1350 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1351 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1352 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1353 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1354 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1355 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1356 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1357 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1358 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1359 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1360 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1361 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1362 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1363 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1364 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1365 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1366 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1367 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1368 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1369 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1370 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1371 // initialize the samplers to refer to the texture units we use
1372 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1373 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1374 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1375 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1376 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1377 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1378 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1379 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1380 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1381 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1382 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1383 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1384 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1385 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1386 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1387 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1388 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1389 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1390 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1391 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1393 if (developer.integer)
1394 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1397 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1401 Mem_Free(vertexstring);
1403 Mem_Free(geometrystring);
1405 Mem_Free(fragmentstring);
1408 void R_GLSL_Restart_f(void)
1411 shaderpermutation_t permutation;
1412 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1413 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1414 if (r_glsl_permutations[mode][permutation].program)
1415 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1416 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1419 void R_GLSL_DumpShader_f(void)
1423 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1426 Con_Printf("failed to write to glsl/default.glsl\n");
1430 FS_Print(file, "// The engine may define the following macros:\n");
1431 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1432 for (i = 0;i < SHADERMODE_COUNT;i++)
1433 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1434 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1435 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1436 FS_Print(file, "\n");
1437 FS_Print(file, builtinshaderstring);
1440 Con_Printf("glsl/default.glsl written\n");
1443 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1445 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1446 if (r_glsl_permutation != perm)
1448 r_glsl_permutation = perm;
1449 if (!r_glsl_permutation->program)
1451 if (!r_glsl_permutation->compiled)
1452 R_GLSL_CompilePermutation(mode, permutation);
1453 if (!r_glsl_permutation->program)
1455 // remove features until we find a valid permutation
1457 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1459 // reduce i more quickly whenever it would not remove any bits
1460 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1461 if (!(permutation & j))
1464 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1465 if (!r_glsl_permutation->compiled)
1466 R_GLSL_CompilePermutation(mode, permutation);
1467 if (r_glsl_permutation->program)
1470 if (i >= SHADERPERMUTATION_COUNT)
1472 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1473 Cvar_SetValueQuick(&r_glsl, 0);
1474 R_GLSL_Restart_f(); // unload shaders
1475 return; // no bit left to clear
1480 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1484 void R_SetupGenericShader(qboolean usetexture)
1486 if (gl_support_fragment_shader)
1488 if (r_glsl.integer && r_glsl_usegeneric.integer)
1489 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1490 else if (r_glsl_permutation)
1492 r_glsl_permutation = NULL;
1493 qglUseProgramObjectARB(0);CHECKGLERROR
1498 void R_SetupGenericTwoTextureShader(int texturemode)
1500 if (gl_support_fragment_shader)
1502 if (r_glsl.integer && r_glsl_usegeneric.integer)
1503 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1504 else if (r_glsl_permutation)
1506 r_glsl_permutation = NULL;
1507 qglUseProgramObjectARB(0);CHECKGLERROR
1510 if (!r_glsl_permutation)
1512 if (texturemode == GL_DECAL && gl_combine.integer)
1513 texturemode = GL_INTERPOLATE_ARB;
1514 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1518 void R_SetupDepthOrShadowShader(void)
1520 if (gl_support_fragment_shader)
1522 if (r_glsl.integer && r_glsl_usegeneric.integer)
1523 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1524 else if (r_glsl_permutation)
1526 r_glsl_permutation = NULL;
1527 qglUseProgramObjectARB(0);CHECKGLERROR
1532 extern rtexture_t *r_shadow_attenuationgradienttexture;
1533 extern rtexture_t *r_shadow_attenuation2dtexture;
1534 extern rtexture_t *r_shadow_attenuation3dtexture;
1535 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1537 // select a permutation of the lighting shader appropriate to this
1538 // combination of texture, entity, light source, and fogging, only use the
1539 // minimum features necessary to avoid wasting rendering time in the
1540 // fragment shader on features that are not being used
1541 unsigned int permutation = 0;
1542 shadermode_t mode = 0;
1543 // TODO: implement geometry-shader based shadow volumes someday
1544 if (r_glsl_offsetmapping.integer)
1546 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1547 if (r_glsl_offsetmapping_reliefmapping.integer)
1548 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1550 if (rsurfacepass == RSURFPASS_BACKGROUND)
1552 // distorted background
1553 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1554 mode = SHADERMODE_WATER;
1556 mode = SHADERMODE_REFRACTION;
1558 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1561 mode = SHADERMODE_LIGHTSOURCE;
1562 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1563 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1564 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1565 permutation |= SHADERPERMUTATION_CUBEFILTER;
1566 if (diffusescale > 0)
1567 permutation |= SHADERPERMUTATION_DIFFUSE;
1568 if (specularscale > 0)
1569 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1570 if (r_refdef.fogenabled)
1571 permutation |= SHADERPERMUTATION_FOG;
1572 if (rsurface.texture->colormapping)
1573 permutation |= SHADERPERMUTATION_COLORMAPPING;
1574 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1575 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1577 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1579 // unshaded geometry (fullbright or ambient model lighting)
1580 mode = SHADERMODE_FLATCOLOR;
1581 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1582 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1583 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1584 permutation |= SHADERPERMUTATION_GLOW;
1585 if (r_refdef.fogenabled)
1586 permutation |= SHADERPERMUTATION_FOG;
1587 if (rsurface.texture->colormapping)
1588 permutation |= SHADERPERMUTATION_COLORMAPPING;
1589 if (r_glsl_offsetmapping.integer)
1591 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1592 if (r_glsl_offsetmapping_reliefmapping.integer)
1593 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1595 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1596 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1597 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1598 permutation |= SHADERPERMUTATION_REFLECTION;
1600 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1602 // directional model lighting
1603 mode = SHADERMODE_LIGHTDIRECTION;
1604 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1605 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1606 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1607 permutation |= SHADERPERMUTATION_GLOW;
1608 permutation |= SHADERPERMUTATION_DIFFUSE;
1609 if (specularscale > 0)
1610 permutation |= SHADERPERMUTATION_SPECULAR;
1611 if (r_refdef.fogenabled)
1612 permutation |= SHADERPERMUTATION_FOG;
1613 if (rsurface.texture->colormapping)
1614 permutation |= SHADERPERMUTATION_COLORMAPPING;
1615 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1616 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1617 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1618 permutation |= SHADERPERMUTATION_REFLECTION;
1620 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1622 // ambient model lighting
1623 mode = SHADERMODE_LIGHTDIRECTION;
1624 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1625 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1626 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1627 permutation |= SHADERPERMUTATION_GLOW;
1628 if (r_refdef.fogenabled)
1629 permutation |= SHADERPERMUTATION_FOG;
1630 if (rsurface.texture->colormapping)
1631 permutation |= SHADERPERMUTATION_COLORMAPPING;
1632 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1633 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1634 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1635 permutation |= SHADERPERMUTATION_REFLECTION;
1640 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1642 // deluxemapping (light direction texture)
1643 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1644 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1646 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1647 permutation |= SHADERPERMUTATION_DIFFUSE;
1648 if (specularscale > 0)
1649 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1651 else if (r_glsl_deluxemapping.integer >= 2)
1653 // fake deluxemapping (uniform light direction in tangentspace)
1654 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1655 permutation |= SHADERPERMUTATION_DIFFUSE;
1656 if (specularscale > 0)
1657 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1659 else if (rsurface.uselightmaptexture)
1661 // ordinary lightmapping (q1bsp, q3bsp)
1662 mode = SHADERMODE_LIGHTMAP;
1666 // ordinary vertex coloring (q3bsp)
1667 mode = SHADERMODE_VERTEXCOLOR;
1669 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1670 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1671 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1672 permutation |= SHADERPERMUTATION_GLOW;
1673 if (r_refdef.fogenabled)
1674 permutation |= SHADERPERMUTATION_FOG;
1675 if (rsurface.texture->colormapping)
1676 permutation |= SHADERPERMUTATION_COLORMAPPING;
1677 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1678 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1679 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1680 permutation |= SHADERPERMUTATION_REFLECTION;
1682 R_SetupShader_SetPermutation(mode, permutation);
1683 if (mode == SHADERMODE_LIGHTSOURCE)
1685 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1686 if (permutation & SHADERPERMUTATION_DIFFUSE)
1688 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1689 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1690 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1691 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1695 // ambient only is simpler
1696 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1697 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1698 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1699 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1701 // additive passes are only darkened by fog, not tinted
1702 if (r_glsl_permutation->loc_FogColor >= 0)
1703 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1707 if (mode == SHADERMODE_LIGHTDIRECTION)
1709 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1710 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1711 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1712 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1716 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1717 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1718 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1720 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1721 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1722 // additive passes are only darkened by fog, not tinted
1723 if (r_glsl_permutation->loc_FogColor >= 0)
1725 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1726 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1728 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1730 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(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);
1731 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1732 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1733 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1734 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1735 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1736 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1738 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1740 // The formula used is actually:
1741 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1742 // color.rgb *= SceneBrightness;
1744 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1745 // and do [[calculations]] here in the engine
1746 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1747 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1750 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1751 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1752 if (r_glsl_permutation->loc_Color_Pants >= 0)
1754 if (rsurface.texture->currentskinframe->pants)
1755 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1757 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1759 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1761 if (rsurface.texture->currentskinframe->shirt)
1762 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1764 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1766 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1767 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1768 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1772 #define SKINFRAME_HASH 1024
1776 int loadsequence; // incremented each level change
1777 memexpandablearray_t array;
1778 skinframe_t *hash[SKINFRAME_HASH];
1782 void R_SkinFrame_PrepareForPurge(void)
1784 r_skinframe.loadsequence++;
1785 // wrap it without hitting zero
1786 if (r_skinframe.loadsequence >= 200)
1787 r_skinframe.loadsequence = 1;
1790 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1794 // mark the skinframe as used for the purging code
1795 skinframe->loadsequence = r_skinframe.loadsequence;
1798 void R_SkinFrame_Purge(void)
1802 for (i = 0;i < SKINFRAME_HASH;i++)
1804 for (s = r_skinframe.hash[i];s;s = s->next)
1806 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1808 if (s->merged == s->base)
1810 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1811 R_PurgeTexture(s->stain );s->stain = NULL;
1812 R_PurgeTexture(s->merged);s->merged = NULL;
1813 R_PurgeTexture(s->base );s->base = NULL;
1814 R_PurgeTexture(s->pants );s->pants = NULL;
1815 R_PurgeTexture(s->shirt );s->shirt = NULL;
1816 R_PurgeTexture(s->nmap );s->nmap = NULL;
1817 R_PurgeTexture(s->gloss );s->gloss = NULL;
1818 R_PurgeTexture(s->glow );s->glow = NULL;
1819 R_PurgeTexture(s->fog );s->fog = NULL;
1820 s->loadsequence = 0;
1826 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1828 char basename[MAX_QPATH];
1830 Image_StripImageExtension(name, basename, sizeof(basename));
1832 if( last == NULL ) {
1834 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1835 item = r_skinframe.hash[hashindex];
1840 // linearly search through the hash bucket
1841 for( ; item ; item = item->next ) {
1842 if( !strcmp( item->basename, basename ) ) {
1849 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1853 char basename[MAX_QPATH];
1855 Image_StripImageExtension(name, basename, sizeof(basename));
1857 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1858 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1859 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1863 rtexture_t *dyntexture;
1864 // check whether its a dynamic texture
1865 dyntexture = CL_GetDynTexture( basename );
1866 if (!add && !dyntexture)
1868 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1869 memset(item, 0, sizeof(*item));
1870 strlcpy(item->basename, basename, sizeof(item->basename));
1871 item->base = dyntexture; // either NULL or dyntexture handle
1872 item->textureflags = textureflags;
1873 item->comparewidth = comparewidth;
1874 item->compareheight = compareheight;
1875 item->comparecrc = comparecrc;
1876 item->next = r_skinframe.hash[hashindex];
1877 r_skinframe.hash[hashindex] = item;
1879 else if( item->base == NULL )
1881 rtexture_t *dyntexture;
1882 // check whether its a dynamic texture
1883 // 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]
1884 dyntexture = CL_GetDynTexture( basename );
1885 item->base = dyntexture; // either NULL or dyntexture handle
1888 R_SkinFrame_MarkUsed(item);
1892 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1894 // FIXME: it should be possible to disable loading various layers using
1895 // cvars, to prevent wasted loading time and memory usage if the user does
1897 qboolean loadnormalmap = true;
1898 qboolean loadgloss = true;
1899 qboolean loadpantsandshirt = true;
1900 qboolean loadglow = true;
1902 unsigned char *pixels;
1903 unsigned char *bumppixels;
1904 unsigned char *basepixels = NULL;
1905 int basepixels_width;
1906 int basepixels_height;
1907 skinframe_t *skinframe;
1909 if (cls.state == ca_dedicated)
1912 // return an existing skinframe if already loaded
1913 // if loading of the first image fails, don't make a new skinframe as it
1914 // would cause all future lookups of this to be missing
1915 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1916 if (skinframe && skinframe->base)
1919 basepixels = loadimagepixelsbgra(name, complain, true);
1920 if (basepixels == NULL)
1923 // we've got some pixels to store, so really allocate this new texture now
1925 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1926 skinframe->stain = NULL;
1927 skinframe->merged = NULL;
1928 skinframe->base = r_texture_notexture;
1929 skinframe->pants = NULL;
1930 skinframe->shirt = NULL;
1931 skinframe->nmap = r_texture_blanknormalmap;
1932 skinframe->gloss = NULL;
1933 skinframe->glow = NULL;
1934 skinframe->fog = NULL;
1936 basepixels_width = image_width;
1937 basepixels_height = image_height;
1938 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1940 if (textureflags & TEXF_ALPHA)
1942 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1943 if (basepixels[j] < 255)
1945 if (j < basepixels_width * basepixels_height * 4)
1947 // has transparent pixels
1948 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1949 for (j = 0;j < image_width * image_height * 4;j += 4)
1954 pixels[j+3] = basepixels[j+3];
1956 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1961 // _norm is the name used by tenebrae and has been adopted as standard
1964 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1966 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1970 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1972 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1973 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1974 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1976 Mem_Free(bumppixels);
1978 else if (r_shadow_bumpscale_basetexture.value > 0)
1980 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1981 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1982 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1986 // _luma is supported for tenebrae compatibility
1987 // (I think it's a very stupid name, but oh well)
1988 // _glow is the preferred name
1989 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1990 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1991 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1992 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1995 Mem_Free(basepixels);
2000 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2005 for (i = 0;i < width*height;i++)
2006 if (((unsigned char *)&palette[in[i]])[3] > 0)
2008 if (i == width*height)
2011 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2014 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2015 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2018 unsigned char *temp1, *temp2;
2019 skinframe_t *skinframe;
2021 if (cls.state == ca_dedicated)
2024 // if already loaded just return it, otherwise make a new skinframe
2025 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2026 if (skinframe && skinframe->base)
2029 skinframe->stain = NULL;
2030 skinframe->merged = NULL;
2031 skinframe->base = r_texture_notexture;
2032 skinframe->pants = NULL;
2033 skinframe->shirt = NULL;
2034 skinframe->nmap = r_texture_blanknormalmap;
2035 skinframe->gloss = NULL;
2036 skinframe->glow = NULL;
2037 skinframe->fog = NULL;
2039 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2043 if (r_shadow_bumpscale_basetexture.value > 0)
2045 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2046 temp2 = temp1 + width * height * 4;
2047 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2048 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2051 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2052 if (textureflags & TEXF_ALPHA)
2054 for (i = 3;i < width * height * 4;i += 4)
2055 if (skindata[i] < 255)
2057 if (i < width * height * 4)
2059 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2060 memcpy(fogpixels, skindata, width * height * 4);
2061 for (i = 0;i < width * height * 4;i += 4)
2062 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2063 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2064 Mem_Free(fogpixels);
2071 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2074 unsigned char *temp1, *temp2;
2075 skinframe_t *skinframe;
2077 if (cls.state == ca_dedicated)
2080 // if already loaded just return it, otherwise make a new skinframe
2081 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2082 if (skinframe && skinframe->base)
2085 skinframe->stain = NULL;
2086 skinframe->merged = NULL;
2087 skinframe->base = r_texture_notexture;
2088 skinframe->pants = NULL;
2089 skinframe->shirt = NULL;
2090 skinframe->nmap = r_texture_blanknormalmap;
2091 skinframe->gloss = NULL;
2092 skinframe->glow = NULL;
2093 skinframe->fog = NULL;
2095 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2099 if (r_shadow_bumpscale_basetexture.value > 0)
2101 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2102 temp2 = temp1 + width * height * 4;
2103 // use either a custom palette or the quake palette
2104 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2105 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2106 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2109 // use either a custom palette, or the quake palette
2110 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2111 if (loadglowtexture)
2112 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2113 if (loadpantsandshirt)
2115 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2116 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2118 if (skinframe->pants || skinframe->shirt)
2119 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2120 if (textureflags & TEXF_ALPHA)
2122 for (i = 0;i < width * height;i++)
2123 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2125 if (i < width * height)
2126 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2132 skinframe_t *R_SkinFrame_LoadMissing(void)
2134 skinframe_t *skinframe;
2136 if (cls.state == ca_dedicated)
2139 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2140 skinframe->stain = NULL;
2141 skinframe->merged = NULL;
2142 skinframe->base = r_texture_notexture;
2143 skinframe->pants = NULL;
2144 skinframe->shirt = NULL;
2145 skinframe->nmap = r_texture_blanknormalmap;
2146 skinframe->gloss = NULL;
2147 skinframe->glow = NULL;
2148 skinframe->fog = NULL;
2153 void gl_main_start(void)
2155 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2156 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2158 // set up r_skinframe loading system for textures
2159 memset(&r_skinframe, 0, sizeof(r_skinframe));
2160 r_skinframe.loadsequence = 1;
2161 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2163 r_main_texturepool = R_AllocTexturePool();
2164 R_BuildBlankTextures();
2166 if (gl_texturecubemap)
2169 R_BuildNormalizationCube();
2171 r_texture_fogattenuation = NULL;
2172 r_texture_gammaramps = NULL;
2173 //r_texture_fogintensity = NULL;
2174 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2175 memset(&r_waterstate, 0, sizeof(r_waterstate));
2176 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2177 memset(&r_svbsp, 0, sizeof (r_svbsp));
2179 r_refdef.fogmasktable_density = 0;
2182 void gl_main_shutdown(void)
2184 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2185 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2187 // clear out the r_skinframe state
2188 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2189 memset(&r_skinframe, 0, sizeof(r_skinframe));
2192 Mem_Free(r_svbsp.nodes);
2193 memset(&r_svbsp, 0, sizeof (r_svbsp));
2194 R_FreeTexturePool(&r_main_texturepool);
2195 r_texture_blanknormalmap = NULL;
2196 r_texture_white = NULL;
2197 r_texture_grey128 = NULL;
2198 r_texture_black = NULL;
2199 r_texture_whitecube = NULL;
2200 r_texture_normalizationcube = NULL;
2201 r_texture_fogattenuation = NULL;
2202 r_texture_gammaramps = NULL;
2203 //r_texture_fogintensity = NULL;
2204 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2205 memset(&r_waterstate, 0, sizeof(r_waterstate));
2209 extern void CL_ParseEntityLump(char *entitystring);
2210 void gl_main_newmap(void)
2212 // FIXME: move this code to client
2214 char *entities, entname[MAX_QPATH];
2217 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2218 l = (int)strlen(entname) - 4;
2219 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2221 memcpy(entname + l, ".ent", 5);
2222 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2224 CL_ParseEntityLump(entities);
2229 if (cl.worldmodel->brush.entities)
2230 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2234 void GL_Main_Init(void)
2236 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2238 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2239 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2240 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2241 if (gamemode == GAME_NEHAHRA)
2243 Cvar_RegisterVariable (&gl_fogenable);
2244 Cvar_RegisterVariable (&gl_fogdensity);
2245 Cvar_RegisterVariable (&gl_fogred);
2246 Cvar_RegisterVariable (&gl_foggreen);
2247 Cvar_RegisterVariable (&gl_fogblue);
2248 Cvar_RegisterVariable (&gl_fogstart);
2249 Cvar_RegisterVariable (&gl_fogend);
2250 Cvar_RegisterVariable (&gl_skyclip);
2252 Cvar_RegisterVariable(&r_depthfirst);
2253 Cvar_RegisterVariable(&r_nearclip);
2254 Cvar_RegisterVariable(&r_showbboxes);
2255 Cvar_RegisterVariable(&r_showsurfaces);
2256 Cvar_RegisterVariable(&r_showtris);
2257 Cvar_RegisterVariable(&r_shownormals);
2258 Cvar_RegisterVariable(&r_showlighting);
2259 Cvar_RegisterVariable(&r_showshadowvolumes);
2260 Cvar_RegisterVariable(&r_showcollisionbrushes);
2261 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2262 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2263 Cvar_RegisterVariable(&r_showdisabledepthtest);
2264 Cvar_RegisterVariable(&r_drawportals);
2265 Cvar_RegisterVariable(&r_drawentities);
2266 Cvar_RegisterVariable(&r_cullentities_trace);
2267 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2268 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2269 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2270 Cvar_RegisterVariable(&r_drawviewmodel);
2271 Cvar_RegisterVariable(&r_speeds);
2272 Cvar_RegisterVariable(&r_fullbrights);
2273 Cvar_RegisterVariable(&r_wateralpha);
2274 Cvar_RegisterVariable(&r_dynamic);
2275 Cvar_RegisterVariable(&r_fullbright);
2276 Cvar_RegisterVariable(&r_shadows);
2277 Cvar_RegisterVariable(&r_shadows_throwdistance);
2278 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2279 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2280 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2281 Cvar_RegisterVariable(&r_fog_exp2);
2282 Cvar_RegisterVariable(&r_textureunits);
2283 Cvar_RegisterVariable(&r_glsl);
2284 Cvar_RegisterVariable(&r_glsl_contrastboost);
2285 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2286 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2287 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2288 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2289 Cvar_RegisterVariable(&r_glsl_postprocess);
2290 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2291 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2292 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2293 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2294 Cvar_RegisterVariable(&r_glsl_usegeneric);
2295 Cvar_RegisterVariable(&r_water);
2296 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2297 Cvar_RegisterVariable(&r_water_clippingplanebias);
2298 Cvar_RegisterVariable(&r_water_refractdistort);
2299 Cvar_RegisterVariable(&r_water_reflectdistort);
2300 Cvar_RegisterVariable(&r_lerpsprites);
2301 Cvar_RegisterVariable(&r_lerpmodels);
2302 Cvar_RegisterVariable(&r_lerplightstyles);
2303 Cvar_RegisterVariable(&r_waterscroll);
2304 Cvar_RegisterVariable(&r_bloom);
2305 Cvar_RegisterVariable(&r_bloom_colorscale);
2306 Cvar_RegisterVariable(&r_bloom_brighten);
2307 Cvar_RegisterVariable(&r_bloom_blur);
2308 Cvar_RegisterVariable(&r_bloom_resolution);
2309 Cvar_RegisterVariable(&r_bloom_colorexponent);
2310 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2311 Cvar_RegisterVariable(&r_hdr);
2312 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2313 Cvar_RegisterVariable(&r_hdr_glowintensity);
2314 Cvar_RegisterVariable(&r_hdr_range);
2315 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2316 Cvar_RegisterVariable(&developer_texturelogging);
2317 Cvar_RegisterVariable(&gl_lightmaps);
2318 Cvar_RegisterVariable(&r_test);
2319 Cvar_RegisterVariable(&r_batchmode);
2320 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2321 Cvar_SetValue("r_fullbrights", 0);
2322 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2324 Cvar_RegisterVariable(&r_track_sprites);
2325 Cvar_RegisterVariable(&r_track_sprites_flags);
2326 Cvar_RegisterVariable(&r_track_sprites_scalew);
2327 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2330 extern void R_Textures_Init(void);
2331 extern void GL_Draw_Init(void);
2332 extern void GL_Main_Init(void);
2333 extern void R_Shadow_Init(void);
2334 extern void R_Sky_Init(void);
2335 extern void GL_Surf_Init(void);
2336 extern void R_Particles_Init(void);
2337 extern void R_Explosion_Init(void);
2338 extern void gl_backend_init(void);
2339 extern void Sbar_Init(void);
2340 extern void R_LightningBeams_Init(void);
2341 extern void Mod_RenderInit(void);
2343 void Render_Init(void)
2355 R_LightningBeams_Init();
2364 extern char *ENGINE_EXTENSIONS;
2367 VID_CheckExtensions();
2369 // LordHavoc: report supported extensions
2370 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2372 // clear to black (loading plaque will be seen over this)
2374 qglClearColor(0,0,0,1);CHECKGLERROR
2375 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2378 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2382 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2384 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2387 p = r_refdef.view.frustum + i;
2392 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2396 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2400 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2404 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2408 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2412 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2416 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2420 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2428 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2432 for (i = 0;i < numplanes;i++)
2439 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2443 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2447 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2451 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2455 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2459 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2463 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2467 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2475 //==================================================================================
2477 static void R_View_UpdateEntityVisible (void)
2480 entity_render_t *ent;
2482 if (!r_drawentities.integer)
2485 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2486 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2488 // worldmodel can check visibility
2489 for (i = 0;i < r_refdef.scene.numentities;i++)
2491 ent = r_refdef.scene.entities[i];
2492 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)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2495 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2497 for (i = 0;i < r_refdef.scene.numentities;i++)
2499 ent = r_refdef.scene.entities[i];
2500 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2502 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2503 ent->last_trace_visibility = realtime;
2504 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2505 r_refdef.viewcache.entityvisible[i] = 0;
2512 // no worldmodel or it can't check visibility
2513 for (i = 0;i < r_refdef.scene.numentities;i++)
2515 ent = r_refdef.scene.entities[i];
2516 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));
2521 // only used if skyrendermasked, and normally returns false
2522 int R_DrawBrushModelsSky (void)
2525 entity_render_t *ent;
2527 if (!r_drawentities.integer)
2531 for (i = 0;i < r_refdef.scene.numentities;i++)
2533 if (!r_refdef.viewcache.entityvisible[i])
2535 ent = r_refdef.scene.entities[i];
2536 if (!ent->model || !ent->model->DrawSky)
2538 ent->model->DrawSky(ent);
2544 static void R_DrawNoModel(entity_render_t *ent);
2545 static void R_DrawModels(void)
2548 entity_render_t *ent;
2550 if (!r_drawentities.integer)
2553 for (i = 0;i < r_refdef.scene.numentities;i++)
2555 if (!r_refdef.viewcache.entityvisible[i])
2557 ent = r_refdef.scene.entities[i];
2558 r_refdef.stats.entities++;
2559 if (ent->model && ent->model->Draw != NULL)
2560 ent->model->Draw(ent);
2566 static void R_DrawModelsDepth(void)
2569 entity_render_t *ent;
2571 if (!r_drawentities.integer)
2574 for (i = 0;i < r_refdef.scene.numentities;i++)
2576 if (!r_refdef.viewcache.entityvisible[i])
2578 ent = r_refdef.scene.entities[i];
2579 if (ent->model && ent->model->DrawDepth != NULL)
2580 ent->model->DrawDepth(ent);
2584 static void R_DrawModelsDebug(void)
2587 entity_render_t *ent;
2589 if (!r_drawentities.integer)
2592 for (i = 0;i < r_refdef.scene.numentities;i++)
2594 if (!r_refdef.viewcache.entityvisible[i])
2596 ent = r_refdef.scene.entities[i];
2597 if (ent->model && ent->model->DrawDebug != NULL)
2598 ent->model->DrawDebug(ent);
2602 static void R_DrawModelsAddWaterPlanes(void)
2605 entity_render_t *ent;
2607 if (!r_drawentities.integer)
2610 for (i = 0;i < r_refdef.scene.numentities;i++)
2612 if (!r_refdef.viewcache.entityvisible[i])
2614 ent = r_refdef.scene.entities[i];
2615 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2616 ent->model->DrawAddWaterPlanes(ent);
2620 static void R_View_SetFrustum(void)
2623 double slopex, slopey;
2624 vec3_t forward, left, up, origin;
2626 // we can't trust r_refdef.view.forward and friends in reflected scenes
2627 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2630 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2631 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2632 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2633 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2634 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2635 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2636 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2637 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2638 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2639 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2640 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2641 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2645 zNear = r_refdef.nearclip;
2646 nudge = 1.0 - 1.0 / (1<<23);
2647 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2648 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2649 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2650 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2651 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2652 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2653 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2654 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2660 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2661 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2662 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2663 r_refdef.view.frustum[0].dist = m[15] - m[12];
2665 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2666 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2667 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2668 r_refdef.view.frustum[1].dist = m[15] + m[12];
2670 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2671 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2672 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2673 r_refdef.view.frustum[2].dist = m[15] - m[13];
2675 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2676 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2677 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2678 r_refdef.view.frustum[3].dist = m[15] + m[13];
2680 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2681 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2682 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2683 r_refdef.view.frustum[4].dist = m[15] - m[14];
2685 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2686 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2687 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2688 r_refdef.view.frustum[5].dist = m[15] + m[14];
2691 if (r_refdef.view.useperspective)
2693 slopex = 1.0 / r_refdef.view.frustum_x;
2694 slopey = 1.0 / r_refdef.view.frustum_y;
2695 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2696 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2697 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2698 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2699 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2701 // Leaving those out was a mistake, those were in the old code, and they
2702 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2703 // I couldn't reproduce it after adding those normalizations. --blub
2704 VectorNormalize(r_refdef.view.frustum[0].normal);
2705 VectorNormalize(r_refdef.view.frustum[1].normal);
2706 VectorNormalize(r_refdef.view.frustum[2].normal);
2707 VectorNormalize(r_refdef.view.frustum[3].normal);
2709 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2710 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2711 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2712 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2713 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2715 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2716 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2717 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2718 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2719 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2723 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2724 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2725 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2726 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2727 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2728 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2729 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2730 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2731 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2732 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2734 r_refdef.view.numfrustumplanes = 5;
2736 if (r_refdef.view.useclipplane)
2738 r_refdef.view.numfrustumplanes = 6;
2739 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2742 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2743 PlaneClassify(r_refdef.view.frustum + i);
2745 // LordHavoc: note to all quake engine coders, Quake had a special case
2746 // for 90 degrees which assumed a square view (wrong), so I removed it,
2747 // Quake2 has it disabled as well.
2749 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2750 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2751 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2752 //PlaneClassify(&frustum[0]);
2754 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2755 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2756 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2757 //PlaneClassify(&frustum[1]);
2759 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2760 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2761 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2762 //PlaneClassify(&frustum[2]);
2764 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2765 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2766 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2767 //PlaneClassify(&frustum[3]);
2770 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2771 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2772 //PlaneClassify(&frustum[4]);
2775 void R_View_Update(void)
2777 R_View_SetFrustum();
2778 R_View_WorldVisibility(r_refdef.view.useclipplane);
2779 R_View_UpdateEntityVisible();
2782 void R_SetupView(qboolean allowwaterclippingplane)
2784 if (!r_refdef.view.useperspective)
2785 GL_SetupView_Mode_Ortho(-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);
2786 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2787 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2789 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2791 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2793 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2795 // LordHavoc: couldn't figure out how to make this approach the
2796 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2797 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2798 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2799 dist = r_refdef.view.clipplane.dist;
2800 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2804 void R_ResetViewRendering2D(void)
2808 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2809 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2810 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2811 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2812 GL_Color(1, 1, 1, 1);
2813 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2814 GL_BlendFunc(GL_ONE, GL_ZERO);
2815 GL_AlphaTest(false);
2816 GL_ScissorTest(false);
2817 GL_DepthMask(false);
2818 GL_DepthRange(0, 1);
2819 GL_DepthTest(false);
2820 R_Mesh_Matrix(&identitymatrix);
2821 R_Mesh_ResetTextureState();
2822 GL_PolygonOffset(0, 0);
2823 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2824 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2825 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2826 qglStencilMask(~0);CHECKGLERROR
2827 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2828 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2829 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2830 R_SetupGenericShader(true);
2833 void R_ResetViewRendering3D(void)
2837 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2838 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2840 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2841 GL_Color(1, 1, 1, 1);
2842 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2843 GL_BlendFunc(GL_ONE, GL_ZERO);
2844 GL_AlphaTest(false);
2845 GL_ScissorTest(true);
2847 GL_DepthRange(0, 1);
2849 R_Mesh_Matrix(&identitymatrix);
2850 R_Mesh_ResetTextureState();
2851 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2852 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2853 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2854 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2855 qglStencilMask(~0);CHECKGLERROR
2856 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2857 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2858 GL_CullFace(r_refdef.view.cullface_back);
2859 R_SetupGenericShader(true);
2862 void R_RenderScene(qboolean addwaterplanes);
2864 static void R_Water_StartFrame(void)
2867 int waterwidth, waterheight, texturewidth, textureheight;
2868 r_waterstate_waterplane_t *p;
2870 // set waterwidth and waterheight to the water resolution that will be
2871 // used (often less than the screen resolution for faster rendering)
2872 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2873 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2875 // calculate desired texture sizes
2876 // can't use water if the card does not support the texture size
2877 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2878 texturewidth = textureheight = waterwidth = waterheight = 0;
2879 else if (gl_support_arb_texture_non_power_of_two)
2881 texturewidth = waterwidth;
2882 textureheight = waterheight;
2886 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2887 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2890 // allocate textures as needed
2891 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2893 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2894 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2896 if (p->texture_refraction)
2897 R_FreeTexture(p->texture_refraction);
2898 p->texture_refraction = NULL;
2899 if (p->texture_reflection)
2900 R_FreeTexture(p->texture_reflection);
2901 p->texture_reflection = NULL;
2903 memset(&r_waterstate, 0, sizeof(r_waterstate));
2904 r_waterstate.waterwidth = waterwidth;
2905 r_waterstate.waterheight = waterheight;
2906 r_waterstate.texturewidth = texturewidth;
2907 r_waterstate.textureheight = textureheight;
2910 if (r_waterstate.waterwidth)
2912 r_waterstate.enabled = true;
2914 // set up variables that will be used in shader setup
2915 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2916 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2917 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2918 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2921 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2922 r_waterstate.numwaterplanes = 0;
2925 static void R_Water_AddWaterPlane(msurface_t *surface)
2927 int triangleindex, planeindex;
2933 r_waterstate_waterplane_t *p;
2934 // just use the first triangle with a valid normal for any decisions
2935 VectorClear(normal);
2936 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2938 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2939 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2940 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2941 TriangleNormal(vert[0], vert[1], vert[2], normal);
2942 if (VectorLength2(normal) >= 0.001)
2946 VectorCopy(normal, plane.normal);
2947 VectorNormalize(plane.normal);
2948 plane.dist = DotProduct(vert[0], plane.normal);
2949 PlaneClassify(&plane);
2950 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2952 // skip backfaces (except if nocullface is set)
2953 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2955 VectorNegate(plane.normal, plane.normal);
2957 PlaneClassify(&plane);
2961 // find a matching plane if there is one
2962 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2963 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2965 if (planeindex >= r_waterstate.maxwaterplanes)
2966 return; // nothing we can do, out of planes
2968 // if this triangle does not fit any known plane rendered this frame, add one
2969 if (planeindex >= r_waterstate.numwaterplanes)
2971 // store the new plane
2972 r_waterstate.numwaterplanes++;
2974 // clear materialflags and pvs
2975 p->materialflags = 0;
2976 p->pvsvalid = false;
2978 // merge this surface's materialflags into the waterplane
2979 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2980 // merge this surface's PVS into the waterplane
2981 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2982 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2983 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2985 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2990 static void R_Water_ProcessPlanes(void)
2992 r_refdef_view_t originalview;
2994 r_waterstate_waterplane_t *p;
2996 originalview = r_refdef.view;
2998 // make sure enough textures are allocated
2999 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3001 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3003 if (!p->texture_refraction)
3004 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3005 if (!p->texture_refraction)
3009 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3011 if (!p->texture_reflection)
3012 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3013 if (!p->texture_reflection)
3019 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3021 r_refdef.view.showdebug = false;
3022 r_refdef.view.width = r_waterstate.waterwidth;
3023 r_refdef.view.height = r_waterstate.waterheight;
3024 r_refdef.view.useclipplane = true;
3025 r_waterstate.renderingscene = true;
3027 // render the normal view scene and copy into texture
3028 // (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)
3029 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3031 r_refdef.view.clipplane = p->plane;
3032 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3033 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3034 PlaneClassify(&r_refdef.view.clipplane);
3036 R_RenderScene(false);
3038 // copy view into the screen texture
3039 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3040 GL_ActiveTexture(0);
3042 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3045 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3047 // render reflected scene and copy into texture
3048 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3049 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3050 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3051 r_refdef.view.clipplane = p->plane;
3052 // reverse the cullface settings for this render
3053 r_refdef.view.cullface_front = GL_FRONT;
3054 r_refdef.view.cullface_back = GL_BACK;
3055 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3057 r_refdef.view.usecustompvs = true;
3059 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3061 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3064 R_ResetViewRendering3D();
3065 R_ClearScreen(r_refdef.fogenabled);
3066 if (r_timereport_active)
3067 R_TimeReport("viewclear");
3069 R_RenderScene(false);
3071 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3072 GL_ActiveTexture(0);
3074 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3076 R_ResetViewRendering3D();
3077 R_ClearScreen(r_refdef.fogenabled);
3078 if (r_timereport_active)
3079 R_TimeReport("viewclear");
3082 r_refdef.view = originalview;
3083 r_refdef.view.clear = true;
3084 r_waterstate.renderingscene = false;
3088 r_refdef.view = originalview;
3089 r_waterstate.renderingscene = false;
3090 Cvar_SetValueQuick(&r_water, 0);
3091 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3095 void R_Bloom_StartFrame(void)
3097 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3099 // set bloomwidth and bloomheight to the bloom resolution that will be
3100 // used (often less than the screen resolution for faster rendering)
3101 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3102 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3103 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3104 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3105 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3107 // calculate desired texture sizes
3108 if (gl_support_arb_texture_non_power_of_two)
3110 screentexturewidth = r_refdef.view.width;
3111 screentextureheight = r_refdef.view.height;
3112 bloomtexturewidth = r_bloomstate.bloomwidth;
3113 bloomtextureheight = r_bloomstate.bloomheight;
3117 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3118 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3119 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3120 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3123 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3125 Cvar_SetValueQuick(&r_hdr, 0);
3126 Cvar_SetValueQuick(&r_bloom, 0);
3129 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3130 screentexturewidth = screentextureheight = 0;
3131 if (!r_hdr.integer && !r_bloom.integer)
3132 bloomtexturewidth = bloomtextureheight = 0;
3134 // allocate textures as needed
3135 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3137 if (r_bloomstate.texture_screen)
3138 R_FreeTexture(r_bloomstate.texture_screen);
3139 r_bloomstate.texture_screen = NULL;
3140 r_bloomstate.screentexturewidth = screentexturewidth;
3141 r_bloomstate.screentextureheight = screentextureheight;
3142 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3143 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3145 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3147 if (r_bloomstate.texture_bloom)
3148 R_FreeTexture(r_bloomstate.texture_bloom);
3149 r_bloomstate.texture_bloom = NULL;
3150 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3151 r_bloomstate.bloomtextureheight = bloomtextureheight;
3152 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3153 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3156 // set up a texcoord array for the full resolution screen image
3157 // (we have to keep this around to copy back during final render)
3158 r_bloomstate.screentexcoord2f[0] = 0;
3159 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3160 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3161 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3162 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3163 r_bloomstate.screentexcoord2f[5] = 0;
3164 r_bloomstate.screentexcoord2f[6] = 0;
3165 r_bloomstate.screentexcoord2f[7] = 0;
3167 // set up a texcoord array for the reduced resolution bloom image
3168 // (which will be additive blended over the screen image)
3169 r_bloomstate.bloomtexcoord2f[0] = 0;
3170 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3171 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3172 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3173 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3174 r_bloomstate.bloomtexcoord2f[5] = 0;
3175 r_bloomstate.bloomtexcoord2f[6] = 0;
3176 r_bloomstate.bloomtexcoord2f[7] = 0;
3178 if (r_hdr.integer || r_bloom.integer)
3180 r_bloomstate.enabled = true;
3181 r_bloomstate.hdr = r_hdr.integer != 0;
3185 void R_Bloom_CopyBloomTexture(float colorscale)
3187 r_refdef.stats.bloom++;
3189 // scale down screen texture to the bloom texture size
3191 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3192 GL_BlendFunc(GL_ONE, GL_ZERO);
3193 GL_Color(colorscale, colorscale, colorscale, 1);
3194 // TODO: optimize with multitexture or GLSL
3195 R_SetupGenericShader(true);
3196 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3197 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3198 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3199 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3201 // we now have a bloom image in the framebuffer
3202 // copy it into the bloom image texture for later processing
3203 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3204 GL_ActiveTexture(0);
3206 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3207 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3210 void R_Bloom_CopyHDRTexture(void)
3212 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3213 GL_ActiveTexture(0);
3215 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3216 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3219 void R_Bloom_MakeTexture(void)
3222 float xoffset, yoffset, r, brighten;
3224 r_refdef.stats.bloom++;
3226 R_ResetViewRendering2D();
3227 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3228 R_Mesh_ColorPointer(NULL, 0, 0);
3229 R_SetupGenericShader(true);
3231 // we have a bloom image in the framebuffer
3233 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3235 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3238 r = bound(0, r_bloom_colorexponent.value / x, 1);
3239 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3240 GL_Color(r, r, r, 1);
3241 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3242 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3243 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3244 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3246 // copy the vertically blurred bloom view to a texture
3247 GL_ActiveTexture(0);
3249 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3250 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3253 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3254 brighten = r_bloom_brighten.value;
3256 brighten *= r_hdr_range.value;
3257 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3258 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3260 for (dir = 0;dir < 2;dir++)
3262 // blend on at multiple vertical offsets to achieve a vertical blur
3263 // TODO: do offset blends using GLSL
3264 GL_BlendFunc(GL_ONE, GL_ZERO);
3265 for (x = -range;x <= range;x++)
3267 if (!dir){xoffset = 0;yoffset = x;}
3268 else {xoffset = x;yoffset = 0;}
3269 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3270 yoffset /= (float)r_bloomstate.bloomtextureheight;
3271 // compute a texcoord array with the specified x and y offset
3272 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3273 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3274 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3275 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3276 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3277 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3278 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3279 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3280 // this r value looks like a 'dot' particle, fading sharply to
3281 // black at the edges
3282 // (probably not realistic but looks good enough)
3283 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3284 //r = (dir ? 1.0f : brighten)/(range*2+1);
3285 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3286 GL_Color(r, r, r, 1);
3287 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3288 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3289 GL_BlendFunc(GL_ONE, GL_ONE);
3292 // copy the vertically blurred bloom view to a texture
3293 GL_ActiveTexture(0);
3295 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3296 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3299 // apply subtract last
3300 // (just like it would be in a GLSL shader)
3301 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3303 GL_BlendFunc(GL_ONE, GL_ZERO);
3304 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3305 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3306 GL_Color(1, 1, 1, 1);
3307 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3308 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3310 GL_BlendFunc(GL_ONE, GL_ONE);
3311 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3312 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3313 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3314 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3315 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3316 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3317 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3319 // copy the darkened bloom view to a texture
3320 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3321 GL_ActiveTexture(0);
3323 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3324 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3328 void R_HDR_RenderBloomTexture(void)
3330 int oldwidth, oldheight;
3331 float oldcolorscale;
3333 oldcolorscale = r_refdef.view.colorscale;
3334 oldwidth = r_refdef.view.width;
3335 oldheight = r_refdef.view.height;
3336 r_refdef.view.width = r_bloomstate.bloomwidth;
3337 r_refdef.view.height = r_bloomstate.bloomheight;
3339 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3340 // TODO: add exposure compensation features
3341 // TODO: add fp16 framebuffer support
3343 r_refdef.view.showdebug = false;
3344 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3346 R_ClearScreen(r_refdef.fogenabled);
3347 if (r_timereport_active)
3348 R_TimeReport("HDRclear");
3350 r_waterstate.numwaterplanes = 0;
3351 R_RenderScene(r_waterstate.enabled);
3352 r_refdef.view.showdebug = true;
3354 R_ResetViewRendering2D();
3356 R_Bloom_CopyHDRTexture();
3357 R_Bloom_MakeTexture();
3359 // restore the view settings
3360 r_refdef.view.width = oldwidth;
3361 r_refdef.view.height = oldheight;
3362 r_refdef.view.colorscale = oldcolorscale;
3364 R_ResetViewRendering3D();
3366 R_ClearScreen(r_refdef.fogenabled);
3367 if (r_timereport_active)
3368 R_TimeReport("viewclear");
3371 static void R_BlendView(void)
3373 if (r_bloomstate.texture_screen)
3375 // copy view into the screen texture
3376 R_ResetViewRendering2D();
3377 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3378 R_Mesh_ColorPointer(NULL, 0, 0);
3379 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3380 GL_ActiveTexture(0);CHECKGLERROR
3381 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3382 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3385 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3387 unsigned int permutation =
3388 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3389 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3390 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3391 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3393 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3395 // render simple bloom effect
3396 // copy the screen and shrink it and darken it for the bloom process
3397 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3398 // make the bloom texture
3399 R_Bloom_MakeTexture();
3402 R_ResetViewRendering2D();
3403 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3404 R_Mesh_ColorPointer(NULL, 0, 0);
3405 GL_Color(1, 1, 1, 1);
3406 GL_BlendFunc(GL_ONE, GL_ZERO);
3407 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3408 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3409 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3410 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3411 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3412 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3413 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3414 if (r_glsl_permutation->loc_TintColor >= 0)
3415 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3416 if (r_glsl_permutation->loc_ClientTime >= 0)
3417 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3418 if (r_glsl_permutation->loc_PixelSize >= 0)
3419 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3420 if (r_glsl_permutation->loc_UserVec1 >= 0)
3422 float a=0, b=0, c=0, d=0;
3423 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3424 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3426 if (r_glsl_permutation->loc_UserVec2 >= 0)
3428 float a=0, b=0, c=0, d=0;
3429 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3430 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3432 if (r_glsl_permutation->loc_UserVec3 >= 0)
3434 float a=0, b=0, c=0, d=0;
3435 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3436 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3438 if (r_glsl_permutation->loc_UserVec4 >= 0)
3440 float a=0, b=0, c=0, d=0;
3441 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3442 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3444 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3445 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3451 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3453 // render high dynamic range bloom effect
3454 // the bloom texture was made earlier this render, so we just need to
3455 // blend it onto the screen...
3456 R_ResetViewRendering2D();
3457 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3458 R_Mesh_ColorPointer(NULL, 0, 0);
3459 R_SetupGenericShader(true);
3460 GL_Color(1, 1, 1, 1);
3461 GL_BlendFunc(GL_ONE, GL_ONE);
3462 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3463 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3464 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3465 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3467 else if (r_bloomstate.texture_bloom)
3469 // render simple bloom effect
3470 // copy the screen and shrink it and darken it for the bloom process
3471 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3472 // make the bloom texture
3473 R_Bloom_MakeTexture();
3474 // put the original screen image back in place and blend the bloom
3476 R_ResetViewRendering2D();
3477 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3478 R_Mesh_ColorPointer(NULL, 0, 0);
3479 GL_Color(1, 1, 1, 1);
3480 GL_BlendFunc(GL_ONE, GL_ZERO);
3481 // do both in one pass if possible
3482 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3483 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3484 if (r_textureunits.integer >= 2 && gl_combine.integer)
3486 R_SetupGenericTwoTextureShader(GL_ADD);
3487 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3488 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3492 R_SetupGenericShader(true);
3493 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3494 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3495 // now blend on the bloom texture
3496 GL_BlendFunc(GL_ONE, GL_ONE);
3497 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3498 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3500 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3501 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3503 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3505 // apply a color tint to the whole view
3506 R_ResetViewRendering2D();
3507 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3508 R_Mesh_ColorPointer(NULL, 0, 0);
3509 R_SetupGenericShader(false);
3510 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3511 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3512 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3516 void R_RenderScene(qboolean addwaterplanes);
3518 matrix4x4_t r_waterscrollmatrix;
3520 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3522 if (r_refdef.fog_density)
3524 r_refdef.fogcolor[0] = r_refdef.fog_red;
3525 r_refdef.fogcolor[1] = r_refdef.fog_green;
3526 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3530 VectorCopy(r_refdef.fogcolor, fogvec);
3531 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3533 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3534 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3535 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3536 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3538 // color.rgb *= ContrastBoost * SceneBrightness;
3539 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3540 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3541 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3542 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3547 void R_UpdateVariables(void)
3551 r_refdef.farclip = 4096;
3552 if (r_refdef.scene.worldmodel)
3553 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3554 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3556 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3557 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3558 r_refdef.polygonfactor = 0;
3559 r_refdef.polygonoffset = 0;
3560 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3561 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3563 r_refdef.rtworld = r_shadow_realtime_world.integer;
3564 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3565 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3566 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3567 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3568 if (r_showsurfaces.integer)
3570 r_refdef.rtworld = false;
3571 r_refdef.rtworldshadows = false;
3572 r_refdef.rtdlight = false;
3573 r_refdef.rtdlightshadows = false;
3574 r_refdef.lightmapintensity = 0;
3577 if (gamemode == GAME_NEHAHRA)
3579 if (gl_fogenable.integer)
3581 r_refdef.oldgl_fogenable = true;
3582 r_refdef.fog_density = gl_fogdensity.value;
3583 r_refdef.fog_red = gl_fogred.value;
3584 r_refdef.fog_green = gl_foggreen.value;
3585 r_refdef.fog_blue = gl_fogblue.value;
3586 r_refdef.fog_alpha = 1;
3587 r_refdef.fog_start = 0;
3588 r_refdef.fog_end = gl_skyclip.value;
3590 else if (r_refdef.oldgl_fogenable)
3592 r_refdef.oldgl_fogenable = false;
3593 r_refdef.fog_density = 0;
3594 r_refdef.fog_red = 0;
3595 r_refdef.fog_green = 0;
3596 r_refdef.fog_blue = 0;
3597 r_refdef.fog_alpha = 0;
3598 r_refdef.fog_start = 0;
3599 r_refdef.fog_end = 0;
3603 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3604 r_refdef.fog_start = max(0, r_refdef.fog_start);
3605 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3607 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3609 if (r_refdef.fog_density)
3611 r_refdef.fogenabled = true;
3612 // this is the point where the fog reaches 0.9986 alpha, which we
3613 // consider a good enough cutoff point for the texture
3614 // (0.9986 * 256 == 255.6)
3615 if (r_fog_exp2.integer)
3616 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3618 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3619 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3620 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3621 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3622 // fog color was already set
3623 // update the fog texture
3624 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)
3625 R_BuildFogTexture();
3628 r_refdef.fogenabled = false;
3630 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3632 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3634 // build GLSL gamma texture
3635 #define RAMPWIDTH 256
3636 unsigned short ramp[RAMPWIDTH * 3];
3637 unsigned char ramprgb[RAMPWIDTH][4];
3640 r_texture_gammaramps_serial = vid_gammatables_serial;
3642 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3643 for(i = 0; i < RAMPWIDTH; ++i)
3645 ramprgb[i][0] = ramp[i] >> 8;
3646 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3647 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3650 if (r_texture_gammaramps)
3652 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3656 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3662 // remove GLSL gamma texture
3666 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3667 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3673 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3674 if( scenetype != r_currentscenetype ) {
3675 // store the old scenetype
3676 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3677 r_currentscenetype = scenetype;
3678 // move in the new scene
3679 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3688 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3690 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3691 if( scenetype == r_currentscenetype ) {
3692 return &r_refdef.scene;
3694 return &r_scenes_store[ scenetype ];
3703 void R_RenderView(void)
3705 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3706 return; //Host_Error ("R_RenderView: NULL worldmodel");
3708 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3710 // break apart the view matrix into vectors for various purposes
3711 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3712 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3713 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3714 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3715 // make an inverted copy of the view matrix for tracking sprites
3716 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3718 R_Shadow_UpdateWorldLightSelection();
3720 R_Bloom_StartFrame();
3721 R_Water_StartFrame();
3724 if (r_timereport_active)
3725 R_TimeReport("viewsetup");
3727 R_ResetViewRendering3D();
3729 if (r_refdef.view.clear || r_refdef.fogenabled)
3731 R_ClearScreen(r_refdef.fogenabled);
3732 if (r_timereport_active)
3733 R_TimeReport("viewclear");
3735 r_refdef.view.clear = true;
3737 r_refdef.view.showdebug = true;
3739 // this produces a bloom texture to be used in R_BlendView() later
3741 R_HDR_RenderBloomTexture();
3743 r_waterstate.numwaterplanes = 0;
3744 R_RenderScene(r_waterstate.enabled);
3747 if (r_timereport_active)
3748 R_TimeReport("blendview");
3750 GL_Scissor(0, 0, vid.width, vid.height);
3751 GL_ScissorTest(false);
3755 extern void R_DrawLightningBeams (void);
3756 extern void VM_CL_AddPolygonsToMeshQueue (void);
3757 extern void R_DrawPortals (void);
3758 extern cvar_t cl_locs_show;
3759 static void R_DrawLocs(void);
3760 static void R_DrawEntityBBoxes(void);
3761 void R_RenderScene(qboolean addwaterplanes)
3763 r_refdef.stats.renders++;
3769 R_ResetViewRendering3D();
3772 if (r_timereport_active)
3773 R_TimeReport("watervis");
3775 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3777 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3778 if (r_timereport_active)
3779 R_TimeReport("waterworld");
3782 // don't let sound skip if going slow
3783 if (r_refdef.scene.extraupdate)
3786 R_DrawModelsAddWaterPlanes();
3787 if (r_timereport_active)
3788 R_TimeReport("watermodels");
3790 R_Water_ProcessPlanes();
3791 if (r_timereport_active)
3792 R_TimeReport("waterscenes");
3795 R_ResetViewRendering3D();
3797 // don't let sound skip if going slow
3798 if (r_refdef.scene.extraupdate)
3801 R_MeshQueue_BeginScene();
3806 if (r_timereport_active)
3807 R_TimeReport("visibility");
3809 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);
3811 if (cl.csqc_vidvars.drawworld)
3813 // don't let sound skip if going slow
3814 if (r_refdef.scene.extraupdate)
3817 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3819 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3820 if (r_timereport_active)
3821 R_TimeReport("worldsky");
3824 if (R_DrawBrushModelsSky() && r_timereport_active)
3825 R_TimeReport("bmodelsky");
3828 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3830 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3831 if (r_timereport_active)
3832 R_TimeReport("worlddepth");
3834 if (r_depthfirst.integer >= 2)
3836 R_DrawModelsDepth();
3837 if (r_timereport_active)
3838 R_TimeReport("modeldepth");
3841 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3843 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3844 if (r_timereport_active)
3845 R_TimeReport("world");
3848 // don't let sound skip if going slow
3849 if (r_refdef.scene.extraupdate)
3853 if (r_timereport_active)
3854 R_TimeReport("models");
3856 // don't let sound skip if going slow
3857 if (r_refdef.scene.extraupdate)
3860 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3862 R_DrawModelShadows();
3864 R_ResetViewRendering3D();
3866 // don't let sound skip if going slow
3867 if (r_refdef.scene.extraupdate)
3871 R_ShadowVolumeLighting(false);
3872 if (r_timereport_active)
3873 R_TimeReport("rtlights");
3875 // don't let sound skip if going slow
3876 if (r_refdef.scene.extraupdate)
3879 if (cl.csqc_vidvars.drawworld)
3881 R_DrawLightningBeams();
3882 if (r_timereport_active)
3883 R_TimeReport("lightning");
3886 if (r_timereport_active)
3887 R_TimeReport("decals");
3890 if (r_timereport_active)
3891 R_TimeReport("particles");
3894 if (r_timereport_active)
3895 R_TimeReport("explosions");
3898 R_SetupGenericShader(true);
3899 VM_CL_AddPolygonsToMeshQueue();
3901 if (r_refdef.view.showdebug)
3903 if (cl_locs_show.integer)
3906 if (r_timereport_active)
3907 R_TimeReport("showlocs");
3910 if (r_drawportals.integer)
3913 if (r_timereport_active)
3914 R_TimeReport("portals");
3917 if (r_showbboxes.value > 0)
3919 R_DrawEntityBBoxes();
3920 if (r_timereport_active)
3921 R_TimeReport("bboxes");
3925 R_SetupGenericShader(true);
3926 R_MeshQueue_RenderTransparent();
3927 if (r_timereport_active)
3928 R_TimeReport("drawtrans");
3930 R_SetupGenericShader(true);
3932 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))
3934 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3935 if (r_timereport_active)
3936 R_TimeReport("worlddebug");
3937 R_DrawModelsDebug();
3938 if (r_timereport_active)
3939 R_TimeReport("modeldebug");
3942 R_SetupGenericShader(true);
3944 if (cl.csqc_vidvars.drawworld)
3947 if (r_timereport_active)
3948 R_TimeReport("coronas");
3951 // don't let sound skip if going slow
3952 if (r_refdef.scene.extraupdate)
3955 R_ResetViewRendering2D();
3958 static const int bboxelements[36] =
3968 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3971 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3972 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3973 GL_DepthMask(false);
3974 GL_DepthRange(0, 1);
3975 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3976 R_Mesh_Matrix(&identitymatrix);
3977 R_Mesh_ResetTextureState();
3979 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3980 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3981 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3982 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3983 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3984 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3985 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3986 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3987 R_FillColors(color4f, 8, cr, cg, cb, ca);
3988 if (r_refdef.fogenabled)
3990 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3992 f1 = FogPoint_World(v);
3994 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3995 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3996 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3999 R_Mesh_VertexPointer(vertex3f, 0, 0);
4000 R_Mesh_ColorPointer(color4f, 0, 0);
4001 R_Mesh_ResetTextureState();
4002 R_SetupGenericShader(false);
4003 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
4006 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4010 prvm_edict_t *edict;
4011 // this function draws bounding boxes of server entities
4014 R_SetupGenericShader(false);
4016 for (i = 0;i < numsurfaces;i++)
4018 edict = PRVM_EDICT_NUM(surfacelist[i]);
4019 switch ((int)edict->fields.server->solid)
4021 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4022 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4023 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4024 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4025 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4026 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4028 color[3] *= r_showbboxes.value;
4029 color[3] = bound(0, color[3], 1);
4030 GL_DepthTest(!r_showdisabledepthtest.integer);
4031 GL_CullFace(r_refdef.view.cullface_front);
4032 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4037 static void R_DrawEntityBBoxes(void)
4040 prvm_edict_t *edict;
4042 // this function draws bounding boxes of server entities
4046 for (i = 0;i < prog->num_edicts;i++)
4048 edict = PRVM_EDICT_NUM(i);
4049 if (edict->priv.server->free)
4051 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4052 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4057 int nomodelelements[24] =
4069 float nomodelvertex3f[6*3] =
4079 float nomodelcolor4f[6*4] =
4081 0.0f, 0.0f, 0.5f, 1.0f,
4082 0.0f, 0.0f, 0.5f, 1.0f,
4083 0.0f, 0.5f, 0.0f, 1.0f,
4084 0.0f, 0.5f, 0.0f, 1.0f,
4085 0.5f, 0.0f, 0.0f, 1.0f,
4086 0.5f, 0.0f, 0.0f, 1.0f
4089 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4094 // this is only called once per entity so numsurfaces is always 1, and
4095 // surfacelist is always {0}, so this code does not handle batches
4096 R_Mesh_Matrix(&ent->matrix);
4098 if (ent->flags & EF_ADDITIVE)
4100 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4101 GL_DepthMask(false);
4103 else if (ent->alpha < 1)
4105 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4106 GL_DepthMask(false);
4110 GL_BlendFunc(GL_ONE, GL_ZERO);
4113 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4114 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4115 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4116 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4117 R_SetupGenericShader(false);
4118 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4119 if (r_refdef.fogenabled)
4122 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4123 R_Mesh_ColorPointer(color4f, 0, 0);
4124 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4125 f1 = FogPoint_World(org);
4127 for (i = 0, c = color4f;i < 6;i++, c += 4)
4129 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4130 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4131 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4135 else if (ent->alpha != 1)
4137 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4138 R_Mesh_ColorPointer(color4f, 0, 0);
4139 for (i = 0, c = color4f;i < 6;i++, c += 4)
4143 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4144 R_Mesh_ResetTextureState();
4145 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4148 void R_DrawNoModel(entity_render_t *ent)
4151 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4152 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4153 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4155 // R_DrawNoModelCallback(ent, 0);
4158 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4160 vec3_t right1, right2, diff, normal;
4162 VectorSubtract (org2, org1, normal);
4164 // calculate 'right' vector for start
4165 VectorSubtract (r_refdef.view.origin, org1, diff);
4166 CrossProduct (normal, diff, right1);
4167 VectorNormalize (right1);
4169 // calculate 'right' vector for end
4170 VectorSubtract (r_refdef.view.origin, org2, diff);
4171 CrossProduct (normal, diff, right2);
4172 VectorNormalize (right2);
4174 vert[ 0] = org1[0] + width * right1[0];
4175 vert[ 1] = org1[1] + width * right1[1];
4176 vert[ 2] = org1[2] + width * right1[2];
4177 vert[ 3] = org1[0] - width * right1[0];
4178 vert[ 4] = org1[1] - width * right1[1];
4179 vert[ 5] = org1[2] - width * right1[2];
4180 vert[ 6] = org2[0] - width * right2[0];
4181 vert[ 7] = org2[1] - width * right2[1];
4182 vert[ 8] = org2[2] - width * right2[2];
4183 vert[ 9] = org2[0] + width * right2[0];
4184 vert[10] = org2[1] + width * right2[1];
4185 vert[11] = org2[2] + width * right2[2];
4188 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4190 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4195 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4196 fog = FogPoint_World(origin);
4198 R_Mesh_Matrix(&identitymatrix);
4199 GL_BlendFunc(blendfunc1, blendfunc2);
4205 GL_CullFace(r_refdef.view.cullface_front);
4208 GL_CullFace(r_refdef.view.cullface_back);
4209 GL_CullFace(GL_NONE);
4211 GL_DepthMask(false);
4212 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4213 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4214 GL_DepthTest(!depthdisable);
4216 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4217 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4218 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4219 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4220 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4221 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4222 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4223 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4224 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4225 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4226 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4227 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4229 R_Mesh_VertexPointer(vertex3f, 0, 0);
4230 R_Mesh_ColorPointer(NULL, 0, 0);
4231 R_Mesh_ResetTextureState();
4232 R_SetupGenericShader(true);
4233 R_Mesh_TexBind(0, R_GetTexture(texture));
4234 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4235 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4236 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4237 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4239 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4241 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4242 GL_BlendFunc(blendfunc1, GL_ONE);
4244 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4245 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4249 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4254 VectorSet(v, x, y, z);
4255 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4256 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4258 if (i == mesh->numvertices)
4260 if (mesh->numvertices < mesh->maxvertices)
4262 VectorCopy(v, vertex3f);
4263 mesh->numvertices++;
4265 return mesh->numvertices;
4271 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4275 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4276 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4277 e = mesh->element3i + mesh->numtriangles * 3;
4278 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4280 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4281 if (mesh->numtriangles < mesh->maxtriangles)
4286 mesh->numtriangles++;
4288 element[1] = element[2];
4292 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4296 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4297 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4298 e = mesh->element3i + mesh->numtriangles * 3;
4299 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4301 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4302 if (mesh->numtriangles < mesh->maxtriangles)
4307 mesh->numtriangles++;
4309 element[1] = element[2];
4313 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4314 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4316 int planenum, planenum2;
4319 mplane_t *plane, *plane2;
4321 double temppoints[2][256*3];
4322 // figure out how large a bounding box we need to properly compute this brush
4324 for (w = 0;w < numplanes;w++)
4325 maxdist = max(maxdist, planes[w].dist);
4326 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4327 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4328 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4332 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4333 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4335 if (planenum2 == planenum)
4337 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);
4340 if (tempnumpoints < 3)
4342 // generate elements forming a triangle fan for this polygon
4343 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4347 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)
4349 texturelayer_t *layer;
4350 layer = t->currentlayers + t->currentnumlayers++;
4352 layer->depthmask = depthmask;
4353 layer->blendfunc1 = blendfunc1;
4354 layer->blendfunc2 = blendfunc2;
4355 layer->texture = texture;
4356 layer->texmatrix = *matrix;
4357 layer->color[0] = r * r_refdef.view.colorscale;
4358 layer->color[1] = g * r_refdef.view.colorscale;
4359 layer->color[2] = b * r_refdef.view.colorscale;
4360 layer->color[3] = a;
4363 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4366 index = parms[2] + r_refdef.scene.time * parms[3];
4367 index -= floor(index);
4371 case Q3WAVEFUNC_NONE:
4372 case Q3WAVEFUNC_NOISE:
4373 case Q3WAVEFUNC_COUNT:
4376 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4377 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4378 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4379 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4380 case Q3WAVEFUNC_TRIANGLE:
4382 f = index - floor(index);
4393 return (float)(parms[0] + parms[1] * f);
4396 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4399 model_t *model = ent->model;
4402 q3shaderinfo_layer_tcmod_t *tcmod;
4404 // switch to an alternate material if this is a q1bsp animated material
4406 texture_t *texture = t;
4407 int s = ent->skinnum;
4408 if ((unsigned int)s >= (unsigned int)model->numskins)
4410 if (model->skinscenes)
4412 if (model->skinscenes[s].framecount > 1)
4413 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4415 s = model->skinscenes[s].firstframe;
4418 t = t + s * model->num_surfaces;
4421 // use an alternate animation if the entity's frame is not 0,
4422 // and only if the texture has an alternate animation
4423 if (ent->frame2 != 0 && t->anim_total[1])
4424 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4426 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4428 texture->currentframe = t;
4431 // update currentskinframe to be a qw skin or animation frame
4432 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4434 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4436 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4437 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4438 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4440 t->currentskinframe = r_qwskincache_skinframe[i];
4441 if (t->currentskinframe == NULL)
4442 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4444 else if (t->numskinframes >= 2)
4445 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4446 if (t->backgroundnumskinframes >= 2)
4447 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4449 t->currentmaterialflags = t->basematerialflags;
4450 t->currentalpha = ent->alpha;
4451 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4453 t->currentalpha *= r_wateralpha.value;
4455 * FIXME what is this supposed to do?
4456 // if rendering refraction/reflection, disable transparency
4457 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4458 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4461 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4462 t->currentalpha *= t->r_water_wateralpha;
4463 if(!r_waterstate.enabled)
4464 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4465 if (!(ent->flags & RENDER_LIGHT))
4466 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4467 else if (rsurface.modeltexcoordlightmap2f == NULL)
4469 // pick a model lighting mode
4470 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4471 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4473 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4475 if (ent->effects & EF_ADDITIVE)
4476 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4477 else if (t->currentalpha < 1)
4478 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4479 if (ent->effects & EF_DOUBLESIDED)
4480 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4481 if (ent->effects & EF_NODEPTHTEST)
4482 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4483 if (ent->flags & RENDER_VIEWMODEL)
4484 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4485 if (t->backgroundnumskinframes)
4486 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4487 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4489 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4490 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4493 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4495 // there is no tcmod
4496 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4497 t->currenttexmatrix = r_waterscrollmatrix;
4499 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4502 switch(tcmod->tcmod)
4506 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4507 matrix = r_waterscrollmatrix;
4509 matrix = identitymatrix;
4511 case Q3TCMOD_ENTITYTRANSLATE:
4512 // this is used in Q3 to allow the gamecode to control texcoord
4513 // scrolling on the entity, which is not supported in darkplaces yet.
4514 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4516 case Q3TCMOD_ROTATE:
4517 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4518 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4519 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4522 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4524 case Q3TCMOD_SCROLL:
4525 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4527 case Q3TCMOD_STRETCH:
4528 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4529 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4531 case Q3TCMOD_TRANSFORM:
4532 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4533 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4534 VectorSet(tcmat + 6, 0 , 0 , 1);
4535 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4536 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4538 case Q3TCMOD_TURBULENT:
4539 // this is handled in the RSurf_PrepareVertices function
4540 matrix = identitymatrix;
4543 // either replace or concatenate the transformation
4545 t->currenttexmatrix = matrix;
4548 matrix4x4_t temp = t->currenttexmatrix;
4549 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4553 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4554 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4555 t->glosstexture = r_texture_black;
4556 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4557 t->backgroundglosstexture = r_texture_black;
4558 t->specularpower = r_shadow_glossexponent.value;
4559 // TODO: store reference values for these in the texture?
4560 t->specularscale = 0;
4561 if (r_shadow_gloss.integer > 0)
4563 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4565 if (r_shadow_glossintensity.value > 0)
4567 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4568 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4569 t->specularscale = r_shadow_glossintensity.value;
4572 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4574 t->glosstexture = r_texture_white;
4575 t->backgroundglosstexture = r_texture_white;
4576 t->specularscale = r_shadow_gloss2intensity.value;
4580 // lightmaps mode looks bad with dlights using actual texturing, so turn
4581 // off the colormap and glossmap, but leave the normalmap on as it still
4582 // accurately represents the shading involved
4583 if (gl_lightmaps.integer)
4585 t->basetexture = r_texture_grey128;
4586 t->backgroundbasetexture = NULL;
4587 t->specularscale = 0;
4588 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4589 t->currentmaterialflags |= MATERIALFLAG_WALL;
4592 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4593 VectorClear(t->dlightcolor);
4594 t->currentnumlayers = 0;
4595 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4597 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4599 int blendfunc1, blendfunc2, depthmask;
4600 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4602 blendfunc1 = GL_SRC_ALPHA;
4603 blendfunc2 = GL_ONE;
4605 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4607 blendfunc1 = GL_SRC_ALPHA;
4608 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4610 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4612 blendfunc1 = t->customblendfunc[0];
4613 blendfunc2 = t->customblendfunc[1];
4617 blendfunc1 = GL_ONE;
4618 blendfunc2 = GL_ZERO;
4620 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4621 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4624 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4625 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4626 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4628 // fullbright is not affected by r_refdef.lightmapintensity
4629 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]);
4630 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4631 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4632 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4633 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4637 vec3_t ambientcolor;
4639 // set the color tint used for lights affecting this surface
4640 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4642 // q3bsp has no lightmap updates, so the lightstylevalue that
4643 // would normally be baked into the lightmap must be
4644 // applied to the color
4645 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4646 if (ent->model->type == mod_brushq3)
4647 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4648 colorscale *= r_refdef.lightmapintensity;
4649 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4650 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4651 // basic lit geometry
4652 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]);
4653 // add pants/shirt if needed
4654 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4655 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4656 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4657 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4658 // now add ambient passes if needed
4659 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4661 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]);
4662 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4663 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4664 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4665 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4668 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4669 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4670 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4672 // if this is opaque use alpha blend which will darken the earlier
4675 // if this is an alpha blended material, all the earlier passes
4676 // were darkened by fog already, so we only need to add the fog
4677 // color ontop through the fog mask texture
4679 // if this is an additive blended material, all the earlier passes
4680 // were darkened by fog already, and we should not add fog color
4681 // (because the background was not darkened, there is no fog color
4682 // that was lost behind it).
4683 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4690 void R_UpdateAllTextureInfo(entity_render_t *ent)
4694 for (i = 0;i < ent->model->num_texturesperskin;i++)
4695 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4698 rsurfacestate_t rsurface;
4700 void R_Mesh_ResizeArrays(int newvertices)
4703 if (rsurface.array_size >= newvertices)
4705 if (rsurface.array_modelvertex3f)
4706 Mem_Free(rsurface.array_modelvertex3f);
4707 rsurface.array_size = (newvertices + 1023) & ~1023;
4708 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4709 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4710 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4711 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4712 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4713 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4714 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4715 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4716 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4717 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4718 rsurface.array_color4f = base + rsurface.array_size * 27;
4719 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4722 void RSurf_ActiveWorldEntity(void)
4724 model_t *model = r_refdef.scene.worldmodel;
4725 if (rsurface.array_size < model->surfmesh.num_vertices)
4726 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4727 rsurface.matrix = identitymatrix;
4728 rsurface.inversematrix = identitymatrix;
4729 R_Mesh_Matrix(&identitymatrix);
4730 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4731 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4732 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4733 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4734 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4735 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4736 rsurface.frameblend[0].frame = 0;
4737 rsurface.frameblend[0].lerp = 1;
4738 rsurface.frameblend[1].frame = 0;
4739 rsurface.frameblend[1].lerp = 0;
4740 rsurface.frameblend[2].frame = 0;
4741 rsurface.frameblend[2].lerp = 0;
4742 rsurface.frameblend[3].frame = 0;
4743 rsurface.frameblend[3].lerp = 0;
4744 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4745 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4746 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4747 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4748 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4749 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4750 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4751 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4752 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4753 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4754 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4755 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4756 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4757 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4758 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4759 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4760 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4761 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4762 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4763 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4764 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4765 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4766 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4767 rsurface.modelelement3i = model->surfmesh.data_element3i;
4768 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4769 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4770 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4771 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4772 rsurface.modelsurfaces = model->data_surfaces;
4773 rsurface.generatedvertex = false;
4774 rsurface.vertex3f = rsurface.modelvertex3f;
4775 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4776 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4777 rsurface.svector3f = rsurface.modelsvector3f;
4778 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4779 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4780 rsurface.tvector3f = rsurface.modeltvector3f;
4781 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4782 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4783 rsurface.normal3f = rsurface.modelnormal3f;
4784 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4785 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4786 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4789 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4791 model_t *model = ent->model;
4792 if (rsurface.array_size < model->surfmesh.num_vertices)
4793 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4794 rsurface.matrix = ent->matrix;
4795 rsurface.inversematrix = ent->inversematrix;
4796 R_Mesh_Matrix(&rsurface.matrix);
4797 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4798 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4799 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4800 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4801 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4802 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4803 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4804 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4805 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4806 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4807 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4808 rsurface.frameblend[0] = ent->frameblend[0];
4809 rsurface.frameblend[1] = ent->frameblend[1];
4810 rsurface.frameblend[2] = ent->frameblend[2];
4811 rsurface.frameblend[3] = ent->frameblend[3];
4812 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4813 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4814 if (ent->model->brush.submodel)
4816 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4817 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4819 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4823 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4824 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4825 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4826 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4827 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4829 else if (wantnormals)
4831 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4832 rsurface.modelsvector3f = NULL;
4833 rsurface.modeltvector3f = NULL;
4834 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4835 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4839 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4840 rsurface.modelsvector3f = NULL;
4841 rsurface.modeltvector3f = NULL;
4842 rsurface.modelnormal3f = NULL;
4843 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4845 rsurface.modelvertex3f_bufferobject = 0;
4846 rsurface.modelvertex3f_bufferoffset = 0;
4847 rsurface.modelsvector3f_bufferobject = 0;
4848 rsurface.modelsvector3f_bufferoffset = 0;
4849 rsurface.modeltvector3f_bufferobject = 0;
4850 rsurface.modeltvector3f_bufferoffset = 0;
4851 rsurface.modelnormal3f_bufferobject = 0;
4852 rsurface.modelnormal3f_bufferoffset = 0;
4853 rsurface.generatedvertex = true;
4857 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4858 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4859 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4860 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4861 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4862 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4863 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4864 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4865 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4866 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4867 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4868 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4869 rsurface.generatedvertex = false;
4871 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4872 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4873 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4874 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4875 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4876 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4877 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4878 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4879 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4880 rsurface.modelelement3i = model->surfmesh.data_element3i;
4881 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4882 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4883 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4884 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4885 rsurface.modelsurfaces = model->data_surfaces;
4886 rsurface.vertex3f = rsurface.modelvertex3f;
4887 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4888 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4889 rsurface.svector3f = rsurface.modelsvector3f;
4890 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4891 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4892 rsurface.tvector3f = rsurface.modeltvector3f;
4893 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4894 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4895 rsurface.normal3f = rsurface.modelnormal3f;
4896 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4897 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4898 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4901 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4902 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4905 int texturesurfaceindex;
4910 const float *v1, *in_tc;
4912 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4914 q3shaderinfo_deform_t *deform;
4915 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
4916 if (rsurface.generatedvertex)
4918 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4919 generatenormals = true;
4920 for (i = 0;i < Q3MAXDEFORMS;i++)
4922 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4924 generatetangents = true;
4925 generatenormals = true;
4927 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4928 generatenormals = true;
4930 if (generatenormals && !rsurface.modelnormal3f)
4932 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4933 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4934 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4935 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4937 if (generatetangents && !rsurface.modelsvector3f)
4939 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4940 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4941 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4942 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4943 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4944 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4945 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4948 rsurface.vertex3f = rsurface.modelvertex3f;
4949 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4950 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4951 rsurface.svector3f = rsurface.modelsvector3f;
4952 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4953 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4954 rsurface.tvector3f = rsurface.modeltvector3f;
4955 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4956 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4957 rsurface.normal3f = rsurface.modelnormal3f;
4958 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4959 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4960 // if vertices are deformed (sprite flares and things in maps, possibly
4961 // water waves, bulges and other deformations), generate them into
4962 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4963 // (may be static model data or generated data for an animated model, or
4964 // the previous deform pass)
4965 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4967 switch (deform->deform)
4970 case Q3DEFORM_PROJECTIONSHADOW:
4971 case Q3DEFORM_TEXT0:
4972 case Q3DEFORM_TEXT1:
4973 case Q3DEFORM_TEXT2:
4974 case Q3DEFORM_TEXT3:
4975 case Q3DEFORM_TEXT4:
4976 case Q3DEFORM_TEXT5:
4977 case Q3DEFORM_TEXT6:
4978 case Q3DEFORM_TEXT7:
4981 case Q3DEFORM_AUTOSPRITE:
4982 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4983 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4984 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4985 VectorNormalize(newforward);
4986 VectorNormalize(newright);
4987 VectorNormalize(newup);
4988 // make deformed versions of only the model vertices used by the specified surfaces
4989 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4991 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4992 // a single autosprite surface can contain multiple sprites...
4993 for (j = 0;j < surface->num_vertices - 3;j += 4)
4995 VectorClear(center);
4996 for (i = 0;i < 4;i++)
4997 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4998 VectorScale(center, 0.25f, center);
4999 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5000 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5001 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5002 for (i = 0;i < 4;i++)
5004 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5005 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5008 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5009 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5011 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5012 rsurface.vertex3f_bufferobject = 0;
5013 rsurface.vertex3f_bufferoffset = 0;
5014 rsurface.svector3f = rsurface.array_deformedsvector3f;
5015 rsurface.svector3f_bufferobject = 0;
5016 rsurface.svector3f_bufferoffset = 0;
5017 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5018 rsurface.tvector3f_bufferobject = 0;
5019 rsurface.tvector3f_bufferoffset = 0;
5020 rsurface.normal3f = rsurface.array_deformednormal3f;
5021 rsurface.normal3f_bufferobject = 0;
5022 rsurface.normal3f_bufferoffset = 0;
5024 case Q3DEFORM_AUTOSPRITE2:
5025 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5026 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5027 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5028 VectorNormalize(newforward);
5029 VectorNormalize(newright);
5030 VectorNormalize(newup);
5031 // make deformed versions of only the model vertices used by the specified surfaces
5032 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5034 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5035 const float *v1, *v2;
5045 memset(shortest, 0, sizeof(shortest));
5046 // a single autosprite surface can contain multiple sprites...
5047 for (j = 0;j < surface->num_vertices - 3;j += 4)
5049 VectorClear(center);
5050 for (i = 0;i < 4;i++)
5051 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5052 VectorScale(center, 0.25f, center);
5053 // find the two shortest edges, then use them to define the
5054 // axis vectors for rotating around the central axis
5055 for (i = 0;i < 6;i++)
5057 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5058 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5060 Debug_PolygonBegin(NULL, 0);
5061 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5062 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5063 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5066 l = VectorDistance2(v1, v2);
5067 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5069 l += (1.0f / 1024.0f);
5070 if (shortest[0].length2 > l || i == 0)
5072 shortest[1] = shortest[0];
5073 shortest[0].length2 = l;
5074 shortest[0].v1 = v1;
5075 shortest[0].v2 = v2;
5077 else if (shortest[1].length2 > l || i == 1)
5079 shortest[1].length2 = l;
5080 shortest[1].v1 = v1;
5081 shortest[1].v2 = v2;
5084 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5085 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5087 Debug_PolygonBegin(NULL, 0);
5088 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5089 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5090 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5093 // this calculates the right vector from the shortest edge
5094 // and the up vector from the edge midpoints
5095 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5096 VectorNormalize(right);
5097 VectorSubtract(end, start, up);
5098 VectorNormalize(up);
5099 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5100 //VectorSubtract(rsurface.modelorg, center, forward);
5101 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5102 VectorNegate(forward, forward);
5103 VectorReflect(forward, 0, up, forward);
5104 VectorNormalize(forward);
5105 CrossProduct(up, forward, newright);
5106 VectorNormalize(newright);
5108 Debug_PolygonBegin(NULL, 0);
5109 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5110 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5111 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5115 Debug_PolygonBegin(NULL, 0);
5116 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5117 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5118 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5121 // rotate the quad around the up axis vector, this is made
5122 // especially easy by the fact we know the quad is flat,
5123 // so we only have to subtract the center position and
5124 // measure distance along the right vector, and then
5125 // multiply that by the newright vector and add back the
5127 // we also need to subtract the old position to undo the
5128 // displacement from the center, which we do with a
5129 // DotProduct, the subtraction/addition of center is also
5130 // optimized into DotProducts here
5131 l = DotProduct(right, center);
5132 for (i = 0;i < 4;i++)
5134 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5135 f = DotProduct(right, v1) - l;
5136 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5139 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5140 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5142 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5143 rsurface.vertex3f_bufferobject = 0;
5144 rsurface.vertex3f_bufferoffset = 0;
5145 rsurface.svector3f = rsurface.array_deformedsvector3f;
5146 rsurface.svector3f_bufferobject = 0;
5147 rsurface.svector3f_bufferoffset = 0;
5148 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5149 rsurface.tvector3f_bufferobject = 0;
5150 rsurface.tvector3f_bufferoffset = 0;
5151 rsurface.normal3f = rsurface.array_deformednormal3f;
5152 rsurface.normal3f_bufferobject = 0;
5153 rsurface.normal3f_bufferoffset = 0;
5155 case Q3DEFORM_NORMAL:
5156 // deform the normals to make reflections wavey
5157 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5159 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5160 for (j = 0;j < surface->num_vertices;j++)
5163 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5164 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5165 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5166 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5167 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5168 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5169 VectorNormalize(normal);
5171 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5173 rsurface.svector3f = rsurface.array_deformedsvector3f;
5174 rsurface.svector3f_bufferobject = 0;
5175 rsurface.svector3f_bufferoffset = 0;
5176 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5177 rsurface.tvector3f_bufferobject = 0;
5178 rsurface.tvector3f_bufferoffset = 0;
5179 rsurface.normal3f = rsurface.array_deformednormal3f;
5180 rsurface.normal3f_bufferobject = 0;
5181 rsurface.normal3f_bufferoffset = 0;
5184 // deform vertex array to make wavey water and flags and such
5185 waveparms[0] = deform->waveparms[0];
5186 waveparms[1] = deform->waveparms[1];
5187 waveparms[2] = deform->waveparms[2];
5188 waveparms[3] = deform->waveparms[3];
5189 // this is how a divisor of vertex influence on deformation
5190 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5191 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5192 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5194 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5195 for (j = 0;j < surface->num_vertices;j++)
5197 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5198 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5199 // if the wavefunc depends on time, evaluate it per-vertex
5202 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5203 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5205 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5208 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5209 rsurface.vertex3f_bufferobject = 0;
5210 rsurface.vertex3f_bufferoffset = 0;
5212 case Q3DEFORM_BULGE:
5213 // deform vertex array to make the surface have moving bulges
5214 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5216 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5217 for (j = 0;j < surface->num_vertices;j++)
5219 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5220 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5223 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5224 rsurface.vertex3f_bufferobject = 0;
5225 rsurface.vertex3f_bufferoffset = 0;
5228 // deform vertex array
5229 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5230 VectorScale(deform->parms, scale, waveparms);
5231 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5233 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5234 for (j = 0;j < surface->num_vertices;j++)
5235 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5237 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5238 rsurface.vertex3f_bufferobject = 0;
5239 rsurface.vertex3f_bufferoffset = 0;
5243 // generate texcoords based on the chosen texcoord source
5244 switch(rsurface.texture->tcgen.tcgen)
5247 case Q3TCGEN_TEXTURE:
5248 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5249 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5250 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5252 case Q3TCGEN_LIGHTMAP:
5253 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5254 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5255 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5257 case Q3TCGEN_VECTOR:
5258 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5260 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5261 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5263 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5264 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5267 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5268 rsurface.texcoordtexture2f_bufferobject = 0;
5269 rsurface.texcoordtexture2f_bufferoffset = 0;
5271 case Q3TCGEN_ENVIRONMENT:
5272 // make environment reflections using a spheremap
5273 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5275 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5276 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5277 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5278 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5279 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5281 float l, d, eyedir[3];
5282 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5283 l = 0.5f / VectorLength(eyedir);
5284 d = DotProduct(normal, eyedir)*2;
5285 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5286 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5289 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5290 rsurface.texcoordtexture2f_bufferobject = 0;
5291 rsurface.texcoordtexture2f_bufferoffset = 0;
5294 // the only tcmod that needs software vertex processing is turbulent, so
5295 // check for it here and apply the changes if needed
5296 // and we only support that as the first one
5297 // (handling a mixture of turbulent and other tcmods would be problematic
5298 // without punting it entirely to a software path)
5299 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5301 amplitude = rsurface.texture->tcmods[0].parms[1];
5302 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5303 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5305 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5306 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5308 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5309 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5312 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5313 rsurface.texcoordtexture2f_bufferobject = 0;
5314 rsurface.texcoordtexture2f_bufferoffset = 0;
5316 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5317 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5318 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5319 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5322 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5325 const msurface_t *surface = texturesurfacelist[0];
5326 const msurface_t *surface2;
5331 // TODO: lock all array ranges before render, rather than on each surface
5332 if (texturenumsurfaces == 1)
5334 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5335 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5337 else if (r_batchmode.integer == 2)
5339 #define MAXBATCHTRIANGLES 4096
5340 int batchtriangles = 0;
5341 int batchelements[MAXBATCHTRIANGLES*3];
5342 for (i = 0;i < texturenumsurfaces;i = j)
5344 surface = texturesurfacelist[i];
5346 if (surface->num_triangles > MAXBATCHTRIANGLES)
5348 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5351 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5352 batchtriangles = surface->num_triangles;
5353 firstvertex = surface->num_firstvertex;
5354 endvertex = surface->num_firstvertex + surface->num_vertices;
5355 for (;j < texturenumsurfaces;j++)
5357 surface2 = texturesurfacelist[j];
5358 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5360 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5361 batchtriangles += surface2->num_triangles;
5362 firstvertex = min(firstvertex, surface2->num_firstvertex);
5363 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5365 surface2 = texturesurfacelist[j-1];
5366 numvertices = endvertex - firstvertex;
5367 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5370 else if (r_batchmode.integer == 1)
5372 for (i = 0;i < texturenumsurfaces;i = j)
5374 surface = texturesurfacelist[i];
5375 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5376 if (texturesurfacelist[j] != surface2)
5378 surface2 = texturesurfacelist[j-1];
5379 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5380 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5381 GL_LockArrays(surface->num_firstvertex, numvertices);
5382 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5387 for (i = 0;i < texturenumsurfaces;i++)
5389 surface = texturesurfacelist[i];
5390 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5391 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5396 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5398 int i, planeindex, vertexindex;
5402 r_waterstate_waterplane_t *p, *bestp;
5403 msurface_t *surface;
5404 if (r_waterstate.renderingscene)
5406 for (i = 0;i < texturenumsurfaces;i++)
5408 surface = texturesurfacelist[i];
5409 if (lightmaptexunit >= 0)
5410 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5411 if (deluxemaptexunit >= 0)
5412 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5413 // pick the closest matching water plane
5416 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5419 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5421 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5422 d += fabs(PlaneDiff(vert, &p->plane));
5424 if (bestd > d || !bestp)
5432 if (refractiontexunit >= 0)
5433 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5434 if (reflectiontexunit >= 0)
5435 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5439 if (refractiontexunit >= 0)
5440 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5441 if (reflectiontexunit >= 0)
5442 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5444 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5445 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5449 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5453 const msurface_t *surface = texturesurfacelist[0];
5454 const msurface_t *surface2;
5459 // TODO: lock all array ranges before render, rather than on each surface
5460 if (texturenumsurfaces == 1)
5462 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5463 if (deluxemaptexunit >= 0)
5464 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5465 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5466 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5468 else if (r_batchmode.integer == 2)
5470 #define MAXBATCHTRIANGLES 4096
5471 int batchtriangles = 0;
5472 int batchelements[MAXBATCHTRIANGLES*3];
5473 for (i = 0;i < texturenumsurfaces;i = j)
5475 surface = texturesurfacelist[i];
5476 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5477 if (deluxemaptexunit >= 0)
5478 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5480 if (surface->num_triangles > MAXBATCHTRIANGLES)
5482 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5485 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5486 batchtriangles = surface->num_triangles;
5487 firstvertex = surface->num_firstvertex;
5488 endvertex = surface->num_firstvertex + surface->num_vertices;
5489 for (;j < texturenumsurfaces;j++)
5491 surface2 = texturesurfacelist[j];
5492 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5494 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5495 batchtriangles += surface2->num_triangles;
5496 firstvertex = min(firstvertex, surface2->num_firstvertex);
5497 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5499 surface2 = texturesurfacelist[j-1];
5500 numvertices = endvertex - firstvertex;
5501 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5504 else if (r_batchmode.integer == 1)
5507 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5508 for (i = 0;i < texturenumsurfaces;i = j)
5510 surface = texturesurfacelist[i];
5511 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5512 if (texturesurfacelist[j] != surface2)
5514 Con_Printf(" %i", j - i);
5517 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5519 for (i = 0;i < texturenumsurfaces;i = j)
5521 surface = texturesurfacelist[i];
5522 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5523 if (deluxemaptexunit >= 0)
5524 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5525 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5526 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5529 Con_Printf(" %i", j - i);
5531 surface2 = texturesurfacelist[j-1];
5532 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5533 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5534 GL_LockArrays(surface->num_firstvertex, numvertices);
5535 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5543 for (i = 0;i < texturenumsurfaces;i++)
5545 surface = texturesurfacelist[i];
5546 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5547 if (deluxemaptexunit >= 0)
5548 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5549 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5550 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5555 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5558 int texturesurfaceindex;
5559 if (r_showsurfaces.integer == 2)
5561 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5563 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5564 for (j = 0;j < surface->num_triangles;j++)
5566 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5567 GL_Color(f, f, f, 1);
5568 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5574 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5576 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5577 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5578 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5579 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5580 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5585 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5587 int texturesurfaceindex;
5591 if (rsurface.lightmapcolor4f)
5593 // generate color arrays for the surfaces in this list
5594 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5596 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5597 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5599 f = FogPoint_Model(v);
5609 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5611 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5612 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5614 f = FogPoint_Model(v);
5622 rsurface.lightmapcolor4f = rsurface.array_color4f;
5623 rsurface.lightmapcolor4f_bufferobject = 0;
5624 rsurface.lightmapcolor4f_bufferoffset = 0;
5627 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5629 int texturesurfaceindex;
5632 if (!rsurface.lightmapcolor4f)
5634 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5636 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5637 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5645 rsurface.lightmapcolor4f = rsurface.array_color4f;
5646 rsurface.lightmapcolor4f_bufferobject = 0;
5647 rsurface.lightmapcolor4f_bufferoffset = 0;
5650 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5653 rsurface.lightmapcolor4f = NULL;
5654 rsurface.lightmapcolor4f_bufferobject = 0;
5655 rsurface.lightmapcolor4f_bufferoffset = 0;
5656 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5657 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5658 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5659 GL_Color(r, g, b, a);
5660 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5663 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5665 // TODO: optimize applyfog && applycolor case
5666 // just apply fog if necessary, and tint the fog color array if necessary
5667 rsurface.lightmapcolor4f = NULL;
5668 rsurface.lightmapcolor4f_bufferobject = 0;
5669 rsurface.lightmapcolor4f_bufferoffset = 0;
5670 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5671 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5672 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5673 GL_Color(r, g, b, a);
5674 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5677 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5679 int texturesurfaceindex;
5683 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5685 // generate color arrays for the surfaces in this list
5686 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5688 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5689 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5691 if (surface->lightmapinfo->samples)
5693 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5694 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5695 VectorScale(lm, scale, c);
5696 if (surface->lightmapinfo->styles[1] != 255)
5698 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5700 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5701 VectorMA(c, scale, lm, c);
5702 if (surface->lightmapinfo->styles[2] != 255)
5705 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5706 VectorMA(c, scale, lm, c);
5707 if (surface->lightmapinfo->styles[3] != 255)
5710 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5711 VectorMA(c, scale, lm, c);
5721 rsurface.lightmapcolor4f = rsurface.array_color4f;
5722 rsurface.lightmapcolor4f_bufferobject = 0;
5723 rsurface.lightmapcolor4f_bufferoffset = 0;
5727 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5728 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5729 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5731 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5732 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5733 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5734 GL_Color(r, g, b, a);
5735 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5738 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5740 int texturesurfaceindex;
5744 vec3_t ambientcolor;
5745 vec3_t diffusecolor;
5749 VectorCopy(rsurface.modellight_lightdir, lightdir);
5750 f = 0.5f * r_refdef.lightmapintensity;
5751 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5752 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5753 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5754 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5755 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5756 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5757 if (VectorLength2(diffusecolor) > 0)
5759 // generate color arrays for the surfaces in this list
5760 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5762 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5763 int numverts = surface->num_vertices;
5764 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5765 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5766 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5767 // q3-style directional shading
5768 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5770 if ((f = DotProduct(c2, lightdir)) > 0)
5771 VectorMA(ambientcolor, f, diffusecolor, c);
5773 VectorCopy(ambientcolor, c);
5782 rsurface.lightmapcolor4f = rsurface.array_color4f;
5783 rsurface.lightmapcolor4f_bufferobject = 0;
5784 rsurface.lightmapcolor4f_bufferoffset = 0;
5788 r = ambientcolor[0];
5789 g = ambientcolor[1];
5790 b = ambientcolor[2];
5791 rsurface.lightmapcolor4f = NULL;
5792 rsurface.lightmapcolor4f_bufferobject = 0;
5793 rsurface.lightmapcolor4f_bufferoffset = 0;
5795 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5796 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5797 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5798 GL_Color(r, g, b, a);
5799 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5802 void RSurf_SetupDepthAndCulling(void)
5804 // submodels are biased to avoid z-fighting with world surfaces that they
5805 // may be exactly overlapping (avoids z-fighting artifacts on certain
5806 // doors and things in Quake maps)
5807 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5808 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5809 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5810 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5813 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5815 // transparent sky would be ridiculous
5816 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5818 R_SetupGenericShader(false);
5821 skyrendernow = false;
5822 // we have to force off the water clipping plane while rendering sky
5826 // restore entity matrix
5827 R_Mesh_Matrix(&rsurface.matrix);
5829 RSurf_SetupDepthAndCulling();
5831 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5832 // skymasking on them, and Quake3 never did sky masking (unlike
5833 // software Quake and software Quake2), so disable the sky masking
5834 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5835 // and skymasking also looks very bad when noclipping outside the
5836 // level, so don't use it then either.
5837 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5839 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5840 R_Mesh_ColorPointer(NULL, 0, 0);
5841 R_Mesh_ResetTextureState();
5842 if (skyrendermasked)
5844 R_SetupDepthOrShadowShader();
5845 // depth-only (masking)
5846 GL_ColorMask(0,0,0,0);
5847 // just to make sure that braindead drivers don't draw
5848 // anything despite that colormask...
5849 GL_BlendFunc(GL_ZERO, GL_ONE);
5853 R_SetupGenericShader(false);
5855 GL_BlendFunc(GL_ONE, GL_ZERO);
5857 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5858 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5859 if (skyrendermasked)
5860 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5862 R_Mesh_ResetTextureState();
5863 GL_Color(1, 1, 1, 1);
5866 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5868 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5871 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5872 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5873 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5874 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5875 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5876 if (rsurface.texture->backgroundcurrentskinframe)
5878 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5879 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5880 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5881 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5883 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5884 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5885 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5886 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5887 R_Mesh_ColorPointer(NULL, 0, 0);
5889 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5891 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5893 // render background
5894 GL_BlendFunc(GL_ONE, GL_ZERO);
5896 GL_AlphaTest(false);
5898 GL_Color(1, 1, 1, 1);
5899 R_Mesh_ColorPointer(NULL, 0, 0);
5901 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5902 if (r_glsl_permutation)
5904 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5905 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5906 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5907 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5908 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5909 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5910 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5912 GL_LockArrays(0, 0);
5914 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5915 GL_DepthMask(false);
5916 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5917 R_Mesh_ColorPointer(NULL, 0, 0);
5919 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5920 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5921 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5924 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5925 if (!r_glsl_permutation)
5928 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5929 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5930 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5931 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5932 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5933 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5935 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5937 GL_BlendFunc(GL_ONE, GL_ZERO);
5939 GL_AlphaTest(false);
5943 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5944 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5945 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5948 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5950 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5951 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5953 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5957 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5958 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5960 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5962 GL_LockArrays(0, 0);
5965 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5967 // OpenGL 1.3 path - anything not completely ancient
5968 int texturesurfaceindex;
5969 qboolean applycolor;
5973 const texturelayer_t *layer;
5974 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5976 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5979 int layertexrgbscale;
5980 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5982 if (layerindex == 0)
5986 GL_AlphaTest(false);
5987 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5990 GL_DepthMask(layer->depthmask && writedepth);
5991 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5992 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5994 layertexrgbscale = 4;
5995 VectorScale(layer->color, 0.25f, layercolor);
5997 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5999 layertexrgbscale = 2;
6000 VectorScale(layer->color, 0.5f, layercolor);
6004 layertexrgbscale = 1;
6005 VectorScale(layer->color, 1.0f, layercolor);
6007 layercolor[3] = layer->color[3];
6008 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6009 R_Mesh_ColorPointer(NULL, 0, 0);
6010 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6011 switch (layer->type)
6013 case TEXTURELAYERTYPE_LITTEXTURE:
6014 memset(&m, 0, sizeof(m));
6015 m.tex[0] = R_GetTexture(r_texture_white);
6016 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6017 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6018 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6019 m.tex[1] = R_GetTexture(layer->texture);
6020 m.texmatrix[1] = layer->texmatrix;
6021 m.texrgbscale[1] = layertexrgbscale;
6022 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6023 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6024 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6025 R_Mesh_TextureState(&m);
6026 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6027 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6028 else if (rsurface.uselightmaptexture)
6029 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6031 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6033 case TEXTURELAYERTYPE_TEXTURE:
6034 memset(&m, 0, sizeof(m));
6035 m.tex[0] = R_GetTexture(layer->texture);
6036 m.texmatrix[0] = layer->texmatrix;
6037 m.texrgbscale[0] = layertexrgbscale;
6038 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6039 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6040 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6041 R_Mesh_TextureState(&m);
6042 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6044 case TEXTURELAYERTYPE_FOG:
6045 memset(&m, 0, sizeof(m));
6046 m.texrgbscale[0] = layertexrgbscale;
6049 m.tex[0] = R_GetTexture(layer->texture);
6050 m.texmatrix[0] = layer->texmatrix;
6051 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6052 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6053 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6055 R_Mesh_TextureState(&m);
6056 // generate a color array for the fog pass
6057 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6058 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6062 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6063 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6065 f = 1 - FogPoint_Model(v);
6066 c[0] = layercolor[0];
6067 c[1] = layercolor[1];
6068 c[2] = layercolor[2];
6069 c[3] = f * layercolor[3];
6072 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6075 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6077 GL_LockArrays(0, 0);
6080 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6082 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6083 GL_AlphaTest(false);
6087 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6089 // OpenGL 1.1 - crusty old voodoo path
6090 int texturesurfaceindex;
6094 const texturelayer_t *layer;
6095 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6097 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6099 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6101 if (layerindex == 0)
6105 GL_AlphaTest(false);
6106 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6109 GL_DepthMask(layer->depthmask && writedepth);
6110 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6111 R_Mesh_ColorPointer(NULL, 0, 0);
6112 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6113 switch (layer->type)
6115 case TEXTURELAYERTYPE_LITTEXTURE:
6116 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6118 // two-pass lit texture with 2x rgbscale
6119 // first the lightmap pass
6120 memset(&m, 0, sizeof(m));
6121 m.tex[0] = R_GetTexture(r_texture_white);
6122 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6123 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6124 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6125 R_Mesh_TextureState(&m);
6126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6127 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6128 else if (rsurface.uselightmaptexture)
6129 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6131 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6132 GL_LockArrays(0, 0);
6133 // then apply the texture to it
6134 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6135 memset(&m, 0, sizeof(m));
6136 m.tex[0] = R_GetTexture(layer->texture);
6137 m.texmatrix[0] = layer->texmatrix;
6138 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6139 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6140 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6141 R_Mesh_TextureState(&m);
6142 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
6146 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6147 memset(&m, 0, sizeof(m));
6148 m.tex[0] = R_GetTexture(layer->texture);
6149 m.texmatrix[0] = layer->texmatrix;
6150 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6151 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6152 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6153 R_Mesh_TextureState(&m);
6154 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6155 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 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);
6157 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 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);
6160 case TEXTURELAYERTYPE_TEXTURE:
6161 // singletexture unlit texture with transparency support
6162 memset(&m, 0, sizeof(m));
6163 m.tex[0] = R_GetTexture(layer->texture);
6164 m.texmatrix[0] = layer->texmatrix;
6165 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6166 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6167 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6168 R_Mesh_TextureState(&m);
6169 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
6171 case TEXTURELAYERTYPE_FOG:
6172 // singletexture fogging
6173 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6176 memset(&m, 0, sizeof(m));
6177 m.tex[0] = R_GetTexture(layer->texture);
6178 m.texmatrix[0] = layer->texmatrix;
6179 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6180 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6181 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6182 R_Mesh_TextureState(&m);
6185 R_Mesh_ResetTextureState();
6186 // generate a color array for the fog pass
6187 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6191 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6192 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6194 f = 1 - FogPoint_Model(v);
6195 c[0] = layer->color[0];
6196 c[1] = layer->color[1];
6197 c[2] = layer->color[2];
6198 c[3] = f * layer->color[3];
6201 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6204 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6206 GL_LockArrays(0, 0);
6209 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6211 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6212 GL_AlphaTest(false);
6216 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6219 RSurf_SetupDepthAndCulling();
6220 if (r_glsl.integer && gl_support_fragment_shader)
6221 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6222 else if (gl_combine.integer && r_textureunits.integer >= 2)
6223 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6225 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6229 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6232 int texturenumsurfaces, endsurface;
6234 msurface_t *surface;
6235 msurface_t *texturesurfacelist[1024];
6237 // if the model is static it doesn't matter what value we give for
6238 // wantnormals and wanttangents, so this logic uses only rules applicable
6239 // to a model, knowing that they are meaningless otherwise
6240 if (ent == r_refdef.scene.worldentity)
6241 RSurf_ActiveWorldEntity();
6242 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6243 RSurf_ActiveModelEntity(ent, false, false);
6245 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6247 for (i = 0;i < numsurfaces;i = j)
6250 surface = rsurface.modelsurfaces + surfacelist[i];
6251 texture = surface->texture;
6252 R_UpdateTextureInfo(ent, texture);
6253 rsurface.texture = texture->currentframe;
6254 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6255 // scan ahead until we find a different texture
6256 endsurface = min(i + 1024, numsurfaces);
6257 texturenumsurfaces = 0;
6258 texturesurfacelist[texturenumsurfaces++] = surface;
6259 for (;j < endsurface;j++)
6261 surface = rsurface.modelsurfaces + surfacelist[j];
6262 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6264 texturesurfacelist[texturenumsurfaces++] = surface;
6266 // render the range of surfaces
6267 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6269 GL_AlphaTest(false);
6272 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6277 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6279 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6281 RSurf_SetupDepthAndCulling();
6282 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6283 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6285 else if (r_showsurfaces.integer)
6287 RSurf_SetupDepthAndCulling();
6289 GL_BlendFunc(GL_ONE, GL_ZERO);
6291 GL_AlphaTest(false);
6292 R_Mesh_ColorPointer(NULL, 0, 0);
6293 R_Mesh_ResetTextureState();
6294 R_SetupGenericShader(false);
6295 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6296 if (!r_refdef.view.showdebug)
6298 GL_Color(0, 0, 0, 1);
6299 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6302 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6304 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6305 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6306 else if (!rsurface.texture->currentnumlayers)
6308 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6310 // transparent surfaces get pushed off into the transparent queue
6311 int surfacelistindex;
6312 const msurface_t *surface;
6313 vec3_t tempcenter, center;
6314 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6316 surface = texturesurfacelist[surfacelistindex];
6317 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6318 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6319 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6320 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6321 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6326 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6327 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6332 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6336 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6339 for (i = 0;i < numsurfaces;i++)
6340 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6341 R_Water_AddWaterPlane(surfacelist[i]);
6344 // break the surface list down into batches by texture and use of lightmapping
6345 for (i = 0;i < numsurfaces;i = j)
6348 // texture is the base texture pointer, rsurface.texture is the
6349 // current frame/skin the texture is directing us to use (for example
6350 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6351 // use skin 1 instead)
6352 texture = surfacelist[i]->texture;
6353 rsurface.texture = texture->currentframe;
6354 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6355 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6357 // if this texture is not the kind we want, skip ahead to the next one
6358 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6362 // simply scan ahead until we find a different texture or lightmap state
6363 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6365 // render the range of surfaces
6366 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6370 float locboxvertex3f[6*4*3] =
6372 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6373 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6374 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6375 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6376 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6377 1,0,0, 0,0,0, 0,1,0, 1,1,0
6380 int locboxelement3i[6*2*3] =
6390 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6393 cl_locnode_t *loc = (cl_locnode_t *)ent;
6395 float vertex3f[6*4*3];
6397 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6398 GL_DepthMask(false);
6399 GL_DepthRange(0, 1);
6400 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6402 GL_CullFace(GL_NONE);
6403 R_Mesh_Matrix(&identitymatrix);
6405 R_Mesh_VertexPointer(vertex3f, 0, 0);
6406 R_Mesh_ColorPointer(NULL, 0, 0);
6407 R_Mesh_ResetTextureState();
6408 R_SetupGenericShader(false);
6411 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6412 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6413 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6414 surfacelist[0] < 0 ? 0.5f : 0.125f);
6416 if (VectorCompare(loc->mins, loc->maxs))
6418 VectorSet(size, 2, 2, 2);
6419 VectorMA(loc->mins, -0.5f, size, mins);
6423 VectorCopy(loc->mins, mins);
6424 VectorSubtract(loc->maxs, loc->mins, size);
6427 for (i = 0;i < 6*4*3;)
6428 for (j = 0;j < 3;j++, i++)
6429 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6431 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6434 void R_DrawLocs(void)
6437 cl_locnode_t *loc, *nearestloc;
6439 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6440 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6442 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6443 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6447 void R_DrawDebugModel(entity_render_t *ent)
6449 int i, j, k, l, flagsmask;
6450 const int *elements;
6452 msurface_t *surface;
6453 model_t *model = ent->model;
6456 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6458 R_Mesh_ColorPointer(NULL, 0, 0);
6459 R_Mesh_ResetTextureState();
6460 R_SetupGenericShader(false);
6461 GL_DepthRange(0, 1);
6462 GL_DepthTest(!r_showdisabledepthtest.integer);
6463 GL_DepthMask(false);
6464 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6466 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6468 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6469 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6471 if (brush->colbrushf && brush->colbrushf->numtriangles)
6473 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6474 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6475 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6478 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6480 if (surface->num_collisiontriangles)
6482 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6483 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6484 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6489 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6491 if (r_showtris.integer || r_shownormals.integer)
6493 if (r_showdisabledepthtest.integer)
6495 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6496 GL_DepthMask(false);
6500 GL_BlendFunc(GL_ONE, GL_ZERO);
6503 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6505 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6507 rsurface.texture = surface->texture->currentframe;
6508 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6510 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6511 if (r_showtris.value > 0)
6513 if (!rsurface.texture->currentlayers->depthmask)
6514 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6515 else if (ent == r_refdef.scene.worldentity)
6516 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6518 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6519 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6522 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6524 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6525 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6526 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6527 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6532 if (r_shownormals.value > 0)
6535 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6537 VectorCopy(rsurface.vertex3f + l * 3, v);
6538 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6539 qglVertex3f(v[0], v[1], v[2]);
6540 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6541 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6542 qglVertex3f(v[0], v[1], v[2]);
6547 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6549 VectorCopy(rsurface.vertex3f + l * 3, v);
6550 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6551 qglVertex3f(v[0], v[1], v[2]);
6552 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6553 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6554 qglVertex3f(v[0], v[1], v[2]);
6559 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6561 VectorCopy(rsurface.vertex3f + l * 3, v);
6562 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6563 qglVertex3f(v[0], v[1], v[2]);
6564 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6565 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6566 qglVertex3f(v[0], v[1], v[2]);
6573 rsurface.texture = NULL;
6577 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6578 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6580 int i, j, endj, f, flagsmask;
6581 msurface_t *surface;
6583 model_t *model = r_refdef.scene.worldmodel;
6584 const int maxsurfacelist = 1024;
6585 int numsurfacelist = 0;
6586 msurface_t *surfacelist[1024];
6590 RSurf_ActiveWorldEntity();
6592 // update light styles on this submodel
6593 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6595 model_brush_lightstyleinfo_t *style;
6596 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6598 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6600 msurface_t *surfaces = model->data_surfaces;
6601 int *list = style->surfacelist;
6602 style->value = r_refdef.scene.lightstylevalue[style->style];
6603 for (j = 0;j < style->numsurfaces;j++)
6604 surfaces[list[j]].cached_dlight = true;
6609 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6610 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6614 R_DrawDebugModel(r_refdef.scene.worldentity);
6620 rsurface.uselightmaptexture = false;
6621 rsurface.texture = NULL;
6622 rsurface.rtlight = NULL;
6624 j = model->firstmodelsurface;
6625 endj = j + model->nummodelsurfaces;
6628 // quickly skip over non-visible surfaces
6629 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6631 // quickly iterate over visible surfaces
6632 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6634 // process this surface
6635 surface = model->data_surfaces + j;
6636 // if this surface fits the criteria, add it to the list
6637 if (surface->num_triangles)
6639 // if lightmap parameters changed, rebuild lightmap texture
6640 if (surface->cached_dlight)
6641 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6642 // add face to draw list
6643 surfacelist[numsurfacelist++] = surface;
6644 r_refdef.stats.world_triangles += surface->num_triangles;
6645 if (numsurfacelist >= maxsurfacelist)
6647 r_refdef.stats.world_surfaces += numsurfacelist;
6648 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6654 r_refdef.stats.world_surfaces += numsurfacelist;
6656 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6657 GL_AlphaTest(false);
6660 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6662 int i, j, f, flagsmask;
6663 msurface_t *surface, *endsurface;
6665 model_t *model = ent->model;
6666 const int maxsurfacelist = 1024;
6667 int numsurfacelist = 0;
6668 msurface_t *surfacelist[1024];
6672 // if the model is static it doesn't matter what value we give for
6673 // wantnormals and wanttangents, so this logic uses only rules applicable
6674 // to a model, knowing that they are meaningless otherwise
6675 if (ent == r_refdef.scene.worldentity)
6676 RSurf_ActiveWorldEntity();
6677 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6678 RSurf_ActiveModelEntity(ent, false, false);
6680 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6682 // update light styles
6683 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6685 model_brush_lightstyleinfo_t *style;
6686 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6688 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6690 msurface_t *surfaces = model->data_surfaces;
6691 int *list = style->surfacelist;
6692 style->value = r_refdef.scene.lightstylevalue[style->style];
6693 for (j = 0;j < style->numsurfaces;j++)
6694 surfaces[list[j]].cached_dlight = true;
6699 R_UpdateAllTextureInfo(ent);
6700 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6704 R_DrawDebugModel(ent);
6710 rsurface.uselightmaptexture = false;
6711 rsurface.texture = NULL;
6712 rsurface.rtlight = NULL;
6714 surface = model->data_surfaces + model->firstmodelsurface;
6715 endsurface = surface + model->nummodelsurfaces;
6716 for (;surface < endsurface;surface++)
6718 // if this surface fits the criteria, add it to the list
6719 if (surface->num_triangles)
6721 // if lightmap parameters changed, rebuild lightmap texture
6722 if (surface->cached_dlight)
6723 R_BuildLightMap(ent, surface);
6724 // add face to draw list
6725 surfacelist[numsurfacelist++] = surface;
6726 r_refdef.stats.entities_triangles += surface->num_triangles;
6727 if (numsurfacelist >= maxsurfacelist)
6729 r_refdef.stats.entities_surfaces += numsurfacelist;
6730 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6735 r_refdef.stats.entities_surfaces += numsurfacelist;
6737 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6738 GL_AlphaTest(false);