/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_main.c #include "quakedef.h" #include "cl_dyntexture.h" #include "r_shadow.h" #include "polygon.h" #include "image.h" mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; // // screen size info // r_refdef_t r_refdef; r_view_t r_view; r_viewcache_t r_viewcache; 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"}; cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" }; cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"}; 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)"}; cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"}; cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"}; 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"}; 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"}; cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"}; 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"}; 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"}; 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"}; cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"}; cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"}; cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"}; cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"}; cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"}; cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"}; cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"}; cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"}; cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"}; cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"}; cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; 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"}; 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"}; cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"}; cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"}; cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"}; cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"}; cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"}; cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"}; 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)"}; cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"}; cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; 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)"}; 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)"}; 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)"}; cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; 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"}; cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"}; cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"}; cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"}; cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"}; cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"}; cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"}; cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"}; cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"}; cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"}; cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; 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)"}; 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"}; 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"}; cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"}; cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"}; 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"}; cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"}; cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; extern qboolean v_flipped_state; typedef struct r_glsl_bloomshader_s { int program; int loc_Texture_Bloom; } r_glsl_bloomshader_t; static struct r_bloomstate_s { qboolean enabled; qboolean hdr; int bloomwidth, bloomheight; int screentexturewidth, screentextureheight; rtexture_t *texture_screen; int bloomtexturewidth, bloomtextureheight; rtexture_t *texture_bloom; r_glsl_bloomshader_t *shader; // arrays for rendering the screen passes float screentexcoord2f[8]; float bloomtexcoord2f[8]; float offsettexcoord2f[8]; } r_bloomstate; typedef struct r_waterstate_waterplane_s { rtexture_t *texture_refraction; rtexture_t *texture_reflection; mplane_t plane; int materialflags; // combined flags of all water surfaces on this plane unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps qboolean pvsvalid; } r_waterstate_waterplane_t; #define MAX_WATERPLANES 16 static struct r_waterstate_s { qboolean enabled; qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces int waterwidth, waterheight; int texturewidth, textureheight; int maxwaterplanes; // same as MAX_WATERPLANES int numwaterplanes; r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES]; float screenscale[2]; float screencenter[2]; } r_waterstate; // shadow volume bsp struct with automatically growing nodes buffer svbsp_t r_svbsp; rtexture_t *r_texture_blanknormalmap; rtexture_t *r_texture_white; rtexture_t *r_texture_grey128; rtexture_t *r_texture_black; rtexture_t *r_texture_notexture; rtexture_t *r_texture_whitecube; rtexture_t *r_texture_normalizationcube; rtexture_t *r_texture_fogattenuation; //rtexture_t *r_texture_fogintensity; char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH]; skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD]; // vertex coordinates for a quad that covers the screen exactly const static float r_screenvertex3f[12] = { 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 1, 0 }; extern void R_DrawModelShadows(void); void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { int i; for (i = 0;i < verts;i++) { out[0] = in[0] * r; out[1] = in[1] * g; out[2] = in[2] * b; out[3] = in[3]; in += 4; out += 4; } } void R_FillColors(float *out, int verts, float r, float g, float b, float a) { int i; for (i = 0;i < verts;i++) { out[0] = r; out[1] = g; out[2] = b; out[3] = a; out += 4; } } // FIXME: move this to client? void FOG_clear(void) { if (gamemode == GAME_NEHAHRA) { Cvar_Set("gl_fogenable", "0"); Cvar_Set("gl_fogdensity", "0.2"); Cvar_Set("gl_fogred", "0.3"); Cvar_Set("gl_foggreen", "0.3"); Cvar_Set("gl_fogblue", "0.3"); } r_refdef.fog_density = 0; r_refdef.fog_red = 0; r_refdef.fog_green = 0; r_refdef.fog_blue = 0; r_refdef.fog_alpha = 1; r_refdef.fog_start = 0; r_refdef.fog_end = 0; } float FogForDistance(vec_t dist) { unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier); return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; } float FogPoint_World(const vec3_t p) { return FogForDistance(VectorDistance((p), r_view.origin)); } float FogPoint_Model(const vec3_t p) { return FogForDistance(VectorDistance((p), rsurface.modelorg)); } static void R_BuildBlankTextures(void) { unsigned char data[4]; data[2] = 128; // normal X data[1] = 128; // normal Y data[0] = 255; // normal Z data[3] = 128; // height r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 255; data[1] = 255; data[2] = 255; data[3] = 255; r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 128; data[1] = 128; data[2] = 128; data[3] = 255; r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); data[0] = 0; data[1] = 0; data[2] = 0; data[3] = 255; r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL); } static void R_BuildNoTexture(void) { int x, y; unsigned char pix[16][16][4]; // this makes a light grey/dark grey checkerboard texture for (y = 0;y < 16;y++) { for (x = 0;x < 16;x++) { if ((y < 8) ^ (x < 8)) { pix[y][x][0] = 128; pix[y][x][1] = 128; pix[y][x][2] = 128; pix[y][x][3] = 255; } else { pix[y][x][0] = 64; pix[y][x][1] = 64; pix[y][x][2] = 64; pix[y][x][3] = 255; } } } r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL); } static void R_BuildWhiteCube(void) { unsigned char data[6*1*1*4]; memset(data, 255, sizeof(data)); r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); } static void R_BuildNormalizationCube(void) { int x, y, side; vec3_t v; vec_t s, t, intensity; #define NORMSIZE 64 unsigned char data[6][NORMSIZE][NORMSIZE][4]; for (side = 0;side < 6;side++) { for (y = 0;y < NORMSIZE;y++) { for (x = 0;x < NORMSIZE;x++) { s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f; t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f; switch(side) { default: case 0: v[0] = 1; v[1] = -t; v[2] = -s; break; case 1: v[0] = -1; v[1] = -t; v[2] = s; break; case 2: v[0] = s; v[1] = 1; v[2] = t; break; case 3: v[0] = s; v[1] = -1; v[2] = -t; break; case 4: v[0] = s; v[1] = -t; v[2] = 1; break; case 5: v[0] = -s; v[1] = -t; v[2] = -1; break; } intensity = 127.0f / sqrt(DotProduct(v, v)); data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]); data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]); data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]); data[side][y][x][3] = 255; } } } r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL); } static void R_BuildFogTexture(void) { int x, b; #define FOGWIDTH 256 unsigned char data1[FOGWIDTH][4]; //unsigned char data2[FOGWIDTH][4]; double d, r, alpha; r_refdef.fogmasktable_start = r_refdef.fog_start; r_refdef.fogmasktable_alpha = r_refdef.fog_alpha; r_refdef.fogmasktable_range = r_refdef.fogrange; r_refdef.fogmasktable_density = r_refdef.fog_density; r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH; for (x = 0;x < FOGMASKTABLEWIDTH;x++) { d = (x * r - r_refdef.fogmasktable_start); if(developer.integer >= 100) Con_Printf("%f ", d); d = max(0, d); if (r_fog_exp2.integer) alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d); else alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d); if(developer.integer >= 100) Con_Printf(" : %f ", alpha); alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha; if(developer.integer >= 100) Con_Printf(" = %f\n", alpha); r_refdef.fogmasktable[x] = bound(0, alpha, 1); } for (x = 0;x < FOGWIDTH;x++) { b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255); data1[x][0] = b; data1[x][1] = b; data1[x][2] = b; data1[x][3] = 255; //data2[x][0] = 255 - b; //data2[x][1] = 255 - b; //data2[x][2] = 255 - b; //data2[x][3] = 255; } if (r_texture_fogattenuation) { R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1); //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1); } else { 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); //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); } } static const char *builtinshaderstring = "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" "// written by Forest 'LordHavoc' Hale\n" "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" "#ifdef __GLSL_CG_DATA_TYPES\n" "# define myhalf half\n" "# define myhvec2 hvec2\n" "# define myhvec3 hvec3\n" "# define myhvec4 hvec4\n" "#else\n" "# define myhalf float\n" "# define myhvec2 vec2\n" "# define myhvec3 vec3\n" "# define myhvec4 vec4\n" "#endif\n" "\n" "varying vec2 TexCoord;\n" "varying vec2 TexCoordLightmap;\n" "\n" "//#ifdef MODE_LIGHTSOURCE\n" "varying vec3 CubeVector;\n" "//#endif\n" "\n" "//#ifdef MODE_LIGHTSOURCE\n" "varying vec3 LightVector;\n" "//#else\n" "//# ifdef MODE_LIGHTDIRECTION\n" "//varying vec3 LightVector;\n" "//# endif\n" "//#endif\n" "\n" "varying vec3 EyeVector;\n" "//#ifdef USEFOG\n" "varying vec3 EyeVectorModelSpace;\n" "//#endif\n" "\n" "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "varying vec3 VectorR; // direction of R texcoord (surface normal)\n" "\n" "//#ifdef MODE_WATER\n" "varying vec4 ModelViewProjectionPosition;\n" "//#else\n" "//# ifdef MODE_REFRACTION\n" "//varying vec4 ModelViewProjectionPosition;\n" "//# else\n" "//# ifdef USEREFLECTION\n" "//varying vec4 ModelViewProjectionPosition;\n" "//# endif\n" "//# endif\n" "//#endif\n" "\n" "\n" "\n" "\n" "\n" "// vertex shader specific:\n" "#ifdef VERTEX_SHADER\n" "\n" "uniform vec3 LightPosition;\n" "uniform vec3 EyePosition;\n" "uniform vec3 LightDir;\n" "\n" "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n" "\n" "void main(void)\n" "{\n" " gl_FrontColor = gl_Color;\n" " // copy the surface texcoord\n" " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" "#ifndef MODE_LIGHTSOURCE\n" "# ifndef MODE_LIGHTDIRECTION\n" " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" "# endif\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" " // transform vertex position into light attenuation/cubemap space\n" " // (-1 to +1 across the light box)\n" " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" "\n" " // transform unnormalized light direction into tangent space\n" " // (we use unnormalized to ensure that it interpolates correctly and then\n" " // normalize it per pixel)\n" " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" "#ifdef MODE_LIGHTDIRECTION\n" " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" "#endif\n" "\n" " // transform unnormalized eye direction into tangent space\n" "#ifndef USEFOG\n" " vec3 EyeVectorModelSpace;\n" "#endif\n" " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" "\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " VectorS = gl_MultiTexCoord1.xyz;\n" " VectorT = gl_MultiTexCoord2.xyz;\n" " VectorR = gl_MultiTexCoord3.xyz;\n" "#endif\n" "\n" "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n" "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n" "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" "//#endif\n" "\n" "// transform vertex to camera space, using ftransform to match non-VS\n" " // rendering\n" " gl_Position = ftransform();\n" "\n" "#ifdef MODE_WATER\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" "#ifdef MODE_REFRACTION\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" "#ifdef USEREFLECTION\n" " ModelViewProjectionPosition = gl_Position;\n" "#endif\n" "}\n" "\n" "#endif // VERTEX_SHADER\n" "\n" "\n" "\n" "\n" "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" "// 13 textures, we can only use up to 16 on DX9-class hardware\n" "uniform sampler2D Texture_Normal;\n" "uniform sampler2D Texture_Color;\n" "uniform sampler2D Texture_Gloss;\n" "uniform samplerCube Texture_Cube;\n" "uniform sampler2D Texture_Attenuation;\n" "uniform sampler2D Texture_FogMask;\n" "uniform sampler2D Texture_Pants;\n" "uniform sampler2D Texture_Shirt;\n" "uniform sampler2D Texture_Lightmap;\n" "uniform sampler2D Texture_Deluxemap;\n" "uniform sampler2D Texture_Glow;\n" "uniform sampler2D Texture_Reflection;\n" "uniform sampler2D Texture_Refraction;\n" "\n" "uniform myhvec3 LightColor;\n" "uniform myhvec3 AmbientColor;\n" "uniform myhvec3 DiffuseColor;\n" "uniform myhvec3 SpecularColor;\n" "uniform myhvec3 Color_Pants;\n" "uniform myhvec3 Color_Shirt;\n" "uniform myhvec3 FogColor;\n" "\n" "uniform myhvec4 TintColor;\n" "\n" "\n" "//#ifdef MODE_WATER\n" "uniform vec4 DistortScaleRefractReflect;\n" "uniform vec4 ScreenScaleRefractReflect;\n" "uniform vec4 ScreenCenterRefractReflect;\n" "uniform myhvec4 RefractColor;\n" "uniform myhvec4 ReflectColor;\n" "uniform myhalf ReflectFactor;\n" "uniform myhalf ReflectOffset;\n" "//#else\n" "//# ifdef MODE_REFRACTION\n" "//uniform vec4 DistortScaleRefractReflect;\n" "//uniform vec4 ScreenScaleRefractReflect;\n" "//uniform vec4 ScreenCenterRefractReflect;\n" "//uniform myhvec4 RefractColor;\n" "//# ifdef USEREFLECTION\n" "//uniform myhvec4 ReflectColor;\n" "//# endif\n" "//# else\n" "//# ifdef USEREFLECTION\n" "//uniform vec4 DistortScaleRefractReflect;\n" "//uniform vec4 ScreenScaleRefractReflect;\n" "//uniform vec4 ScreenCenterRefractReflect;\n" "//uniform myhvec4 ReflectColor;\n" "//# endif\n" "//# endif\n" "//#endif\n" "\n" "uniform myhalf GlowScale;\n" "uniform myhalf SceneBrightness;\n" "#ifdef USECONTRASTBOOST\n" "uniform myhalf ContrastBoostCoeff;\n" "#endif\n" "\n" "uniform float OffsetMapping_Scale;\n" "uniform float OffsetMapping_Bias;\n" "uniform float FogRangeRecip;\n" "\n" "uniform myhalf AmbientScale;\n" "uniform myhalf DiffuseScale;\n" "uniform myhalf SpecularScale;\n" "uniform myhalf SpecularPower;\n" "\n" "#ifdef USEOFFSETMAPPING\n" "vec2 OffsetMapping(vec2 TexCoord)\n" "{\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" " // 14 sample relief mapping: linear search and then binary search\n" " // this basically steps forward a small amount repeatedly until it finds\n" " // itself inside solid, then jitters forward and back using decreasing\n" " // amounts to find the impact\n" " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n" " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n" " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" " vec3 RT = vec3(TexCoord, 1);\n" " OffsetVector *= 0.1;\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n" " return RT.xy;\n" "#else\n" " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" " // this basically moves forward the full distance, and then backs up based\n" " // on height of samples\n" " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n" " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n" " TexCoord += OffsetVector;\n" " OffsetVector *= 0.333;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" " return TexCoord;\n" "#endif\n" "}\n" "#endif // USEOFFSETMAPPING\n" "\n" "#ifdef MODE_WATER\n" "\n" "// water pass\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" "#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n" " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" "}\n" "\n" "#else // MODE_WATER\n" "#ifdef MODE_REFRACTION\n" "\n" "// refraction pass\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" "#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n" " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" "}\n" "\n" "#else // MODE_REFRACTION\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" " // apply offsetmapping\n" " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" "#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n" "#ifdef USECOLORMAPPING\n" " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" "#endif\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" "\n" " // calculate surface normal, light normal, and specular normal\n" " // compute color intensity for the two textures (colormap and glossmap)\n" " // scale by light color and attenuation as efficiently as possible\n" " // (do as much scalar math as possible rather than vector math)\n" "# ifdef USESPECULAR\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" "\n" " // calculate directional shading\n" " color.rgb = LightColor * 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)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n" "# else\n" "# ifdef USEDIFFUSE\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" "\n" " // calculate directional shading\n" " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n" "# else\n" " // calculate directionless shading\n" " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n" "# endif\n" "# endif\n" "\n" "# ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n" " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" "# endif\n" "#endif // MODE_LIGHTSOURCE\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTDIRECTION\n" " // directional model lighting\n" "# ifdef USESPECULAR\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(LightVector);\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# else\n" "# ifdef USEDIFFUSE\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(LightVector);\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" "# else\n" " color.rgb *= AmbientColor;\n" "# endif\n" "# endif\n" "\n" " color.a *= TintColor.a;\n" "#endif // MODE_LIGHTDIRECTION\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" "\n" " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n" " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n" " // calculate directional shading\n" " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" "# ifdef USESPECULAR\n" " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# endif\n" "\n" " // apply lightmap color\n" " color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" "\n" " color *= TintColor;\n" "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" "\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" "\n" " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n" " // calculate directional shading\n" " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n" "# ifdef USESPECULAR\n" " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" "# endif\n" "\n" " // apply lightmap color\n" " color.rgb = color.rgb * AmbientScale + tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n" "\n" " color *= TintColor;\n" "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" "\n" "\n" "\n" "\n" "#ifdef MODE_LIGHTMAP\n" " // apply lightmap color\n" " color.rgb = color.rgb * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n" "\n" " color *= TintColor;\n" "#endif // MODE_LIGHTMAP\n" "\n" "\n" "\n" "\n" "#ifdef MODE_VERTEXCOLOR\n" " // apply lightmap color\n" " color.rgb = color.rgb * myhvec3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n" "\n" " color *= TintColor;\n" "#endif // MODE_VERTEXCOLOR\n" "\n" "\n" "\n" "\n" "#ifdef MODE_FLATCOLOR\n" " color *= TintColor;\n" "#endif // MODE_FLATCOLOR\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "#ifdef USEGLOW\n" " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" "#endif\n" "\n" "#ifdef USECONTRASTBOOST\n" " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n" "#endif\n" "\n" " color.rgb *= SceneBrightness;\n" "\n" " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n" "#ifdef USEFOG\n" " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" "#endif\n" "\n" " // 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" "#ifdef USEREFLECTION\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" " color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n" "\n" " gl_FragColor = vec4(color);\n" "}\n" "#endif // MODE_REFRACTION\n" "#endif // MODE_WATER\n" "\n" "#endif // FRAGMENT_SHADER\n" ; #define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin #define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) #define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode #define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter #define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture #define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading #define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects #define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface #define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface #define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) #define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! const char *shaderpermutationinfo[][2] = { {"#define USECOLORMAPPING\n", " colormapping"}, {"#define USECONTRASTBOOST\n", " contrastboost"}, {"#define USEFOG\n", " fog"}, {"#define USECUBEFILTER\n", " cubefilter"}, {"#define USEGLOW\n", " glow"}, {"#define USEDIFFUSE\n", " diffuse"}, {"#define USESPECULAR\n", " specular"}, {"#define USEREFLECTION\n", " reflection"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, {NULL, NULL} }; // this enum is multiplied by SHADERPERMUTATION_MODEBASE typedef enum shadermode_e { SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp) SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp) SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp) SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap) SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap) SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp) SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight) SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass) SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass) SHADERMODE_COUNT } shadermode_t; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! const char *shadermodeinfo[][2] = { {"#define MODE_FLATCOLOR\n", " flatcolor"}, {"#define MODE_VERTEXCOLOR\n", " vertexcolor"}, {"#define MODE_LIGHTMAP\n", " lightmap"}, {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, {"#define MODE_LIGHTSOURCE\n", " lightsource"}, {"#define MODE_REFRACTION\n", " refraction"}, {"#define MODE_WATER\n", " water"}, {NULL, NULL} }; #define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT) typedef struct r_glsl_permutation_s { // indicates if we have tried compiling this permutation already qboolean compiled; // 0 if compilation failed int program; // locations of detected uniforms in program object, or -1 if not found int loc_Texture_Normal; int loc_Texture_Color; int loc_Texture_Gloss; int loc_Texture_Cube; int loc_Texture_Attenuation; int loc_Texture_FogMask; int loc_Texture_Pants; int loc_Texture_Shirt; int loc_Texture_Lightmap; int loc_Texture_Deluxemap; int loc_Texture_Glow; int loc_Texture_Refraction; int loc_Texture_Reflection; int loc_FogColor; int loc_LightPosition; int loc_EyePosition; int loc_LightColor; int loc_Color_Pants; int loc_Color_Shirt; int loc_FogRangeRecip; int loc_AmbientScale; int loc_DiffuseScale; int loc_SpecularScale; int loc_SpecularPower; int loc_GlowScale; int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost int loc_OffsetMapping_Scale; int loc_TintColor; int loc_AmbientColor; int loc_DiffuseColor; int loc_SpecularColor; int loc_LightDir; int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost int loc_DistortScaleRefractReflect; int loc_ScreenScaleRefractReflect; int loc_ScreenCenterRefractReflect; int loc_RefractColor; int loc_ReflectColor; int loc_ReflectFactor; int loc_ReflectOffset; } r_glsl_permutation_t; // information about each possible shader permutation r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES]; // currently selected permutation r_glsl_permutation_t *r_glsl_permutation; // these are additional flags used only by R_GLSL_CompilePermutation #define SHADERTYPE_USES_VERTEXSHADER (1<<0) #define SHADERTYPE_USES_GEOMETRYSHADER (1<<1) #define SHADERTYPE_USES_FRAGMENTSHADER (1<<2) static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype) { int i; qboolean shaderfound; r_glsl_permutation_t *p = r_glsl_permutations + permutation; int vertstrings_count; int geomstrings_count; int fragstrings_count; char *shaderstring; const char *vertstrings_list[32+1]; const char *geomstrings_list[32+1]; const char *fragstrings_list[32+1]; char permutationname[256]; if (p->compiled) return; p->compiled = true; p->program = 0; vertstrings_list[0] = "#define VERTEX_SHADER\n"; geomstrings_list[0] = "#define GEOMETRY_SHADER\n"; fragstrings_list[0] = "#define FRAGMENT_SHADER\n"; vertstrings_count = 1; geomstrings_count = 1; fragstrings_count = 1; permutationname[0] = 0; i = permutation / SHADERPERMUTATION_MODEBASE; vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0]; geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0]; fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0]; strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname)); for (i = 0;shaderpermutationinfo[i][0];i++) { if (permutation & (1<program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list); if (p->program) { CHECKGLERROR qglUseProgramObjectARB(p->program);CHECKGLERROR // look up all the uniform variable names we care about, so we don't // have to look them up every time we set them p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal"); p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color"); p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss"); p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation"); p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor"); p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale"); p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale"); p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale"); p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale"); p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness"); p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale"); p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor"); p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor"); p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor"); p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor"); p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir"); p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff"); p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect"); p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); // initialize the samplers to refer to the texture units we use if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2); if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3); if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4); if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5); if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6); if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7); if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8); if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9); if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10); if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11); if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12); CHECKGLERROR qglUseProgramObjectARB(0);CHECKGLERROR if (developer.integer) Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname); } else { if (developer.integer) Con_Printf("GLSL shader %s :%s failed! source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1)); else Con_Printf("GLSL shader %s :%s failed! some features may not work properly.\n", permutationname, filename); } if (shaderstring) Mem_Free(shaderstring); } void R_GLSL_Restart_f(void) { int i; for (i = 0;i < SHADERPERMUTATION_INDICES;i++) if (r_glsl_permutations[i].program) GL_Backend_FreeProgram(r_glsl_permutations[i].program); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } void R_GLSL_DumpShader_f(void) { int i; qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false); if(!file) { Con_Printf("failed to write to glsl/default.glsl\n"); return; } FS_Print(file, "// The engine may define the following macros:\n"); FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n"); for (i = 0;shadermodeinfo[i][0];i++) FS_Printf(file, "// %s", shadermodeinfo[i][0]); for (i = 0;shaderpermutationinfo[i][0];i++) FS_Printf(file, "// %s", shaderpermutationinfo[i][0]); FS_Print(file, "\n"); FS_Print(file, builtinshaderstring); FS_Close(file); Con_Printf("glsl/default.glsl written\n"); } extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used const char *shaderfilename = NULL; unsigned int permutation = 0; unsigned int shadertype = 0; shadermode_t mode = 0; r_glsl_permutation = NULL; shaderfilename = "glsl/default.glsl"; shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER; // TODO: implement geometry-shader based shadow volumes someday if (r_glsl_offsetmapping.integer) { permutation |= SHADERPERMUTATION_OFFSETMAPPING; if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } if (rsurfacepass == RSURFPASS_BACKGROUND) { // distorted background if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) mode = SHADERMODE_WATER; else mode = SHADERMODE_REFRACTION; } else if (rsurfacepass == RSURFPASS_RTLIGHT) { // light source mode = SHADERMODE_LIGHTSOURCE; if (rsurface.rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; if (diffusescale > 0) permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // unshaded geometry (fullbright or ambient model lighting) mode = SHADERMODE_FLATCOLOR; if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if (r_glsl_offsetmapping.integer) { permutation |= SHADERPERMUTATION_OFFSETMAPPING; if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) { // directional model lighting mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { // ambient model lighting mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } else { // lightmapped wall if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) { // deluxemapping (light direction texture) if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace) mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE; else mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } else if (r_glsl_deluxemapping.integer >= 2) { // fake deluxemapping (uniform light direction in tangentspace) mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } else if (rsurface.uselightmaptexture) { // ordinary lightmapping (q1bsp, q3bsp) mode = SHADERMODE_LIGHTMAP; } else { // ordinary vertex coloring (q3bsp) mode = SHADERMODE_VERTEXCOLOR; } if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } permutation |= mode * SHADERPERMUTATION_MODEBASE; if (!r_glsl_permutations[permutation].program) { if (!r_glsl_permutations[permutation].compiled) R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype); if (!r_glsl_permutations[permutation].program) { // remove features until we find a valid permutation unsigned int i; for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1) { if (!i) { 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"); Cvar_SetValueQuick(&r_glsl, 0); return 0; // no bit left to clear } // reduce i more quickly whenever it would not remove any bits if (!(permutation & i)) continue; permutation &= ~i; if (!r_glsl_permutations[permutation].compiled) R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype); if (r_glsl_permutations[permutation].program) break; } } } r_glsl_permutation = r_glsl_permutations + permutation; CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR if (mode == SHADERMODE_LIGHTSOURCE) { if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); if (permutation & SHADERPERMUTATION_DIFFUSE) { if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale); } else { // ambient only is simpler if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale); if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0); } } else if (mode == SHADERMODE_LIGHTDIRECTION) { if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_ambient[1] * ambientscale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_ambient[2] * ambientscale * rsurface.texture->lightmapcolor[2] * 0.5f); if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * rsurface.texture->lightmapcolor[2] * 0.5f); if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * rsurface.texture->lightmapcolor[0] * 0.5f, rsurface.modellight_diffuse[1] * specularscale * rsurface.texture->lightmapcolor[1] * 0.5f, rsurface.modellight_diffuse[2] * specularscale * rsurface.texture->lightmapcolor[2] * 0.5f); 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]); } else { if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale); } 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]); if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0) { // The formula used is actually: // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1); // color.rgb *= SceneBrightness; // simplified: // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1); // and do [[calculations]] here in the engine qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1); if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value); } else if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale); if (r_glsl_permutation->loc_FogColor >= 0) { // additive passes are only darkened by fog, not tinted if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)) qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); else qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); } if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) { if (rsurface.texture->currentskinframe->pants) qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); } if (r_glsl_permutation->loc_Color_Shirt >= 0) { if (rsurface.texture->currentskinframe->shirt) qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); } if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip); if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); 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); 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]); 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]); if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); CHECKGLERROR return permutation; } #define SKINFRAME_HASH 1024 struct { int loadsequence; // incremented each level change memexpandablearray_t array; skinframe_t *hash[SKINFRAME_HASH]; } r_skinframe; void R_SkinFrame_PrepareForPurge(void) { r_skinframe.loadsequence++; // wrap it without hitting zero if (r_skinframe.loadsequence >= 200) r_skinframe.loadsequence = 1; } void R_SkinFrame_MarkUsed(skinframe_t *skinframe) { if (!skinframe) return; // mark the skinframe as used for the purging code skinframe->loadsequence = r_skinframe.loadsequence; } void R_SkinFrame_Purge(void) { int i; skinframe_t *s; for (i = 0;i < SKINFRAME_HASH;i++) { for (s = r_skinframe.hash[i];s;s = s->next) { if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence) { if (s->merged == s->base) s->merged = NULL; // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black] R_PurgeTexture(s->stain );s->stain = NULL; R_PurgeTexture(s->merged);s->merged = NULL; R_PurgeTexture(s->base );s->base = NULL; R_PurgeTexture(s->pants );s->pants = NULL; R_PurgeTexture(s->shirt );s->shirt = NULL; R_PurgeTexture(s->nmap );s->nmap = NULL; R_PurgeTexture(s->gloss );s->gloss = NULL; R_PurgeTexture(s->glow );s->glow = NULL; R_PurgeTexture(s->fog );s->fog = NULL; s->loadsequence = 0; } } } } skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) { skinframe_t *item; char basename[MAX_QPATH]; Image_StripImageExtension(name, basename, sizeof(basename)); if( last == NULL ) { int hashindex; hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1); item = r_skinframe.hash[hashindex]; } else { item = last->next; } // linearly search through the hash bucket for( ; item ; item = item->next ) { if( !strcmp( item->basename, basename ) ) { return item; } } return NULL; } skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add) { skinframe_t *item; int hashindex; char basename[MAX_QPATH]; Image_StripImageExtension(name, basename, sizeof(basename)); hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1); for (item = r_skinframe.hash[hashindex];item;item = item->next) if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc) break; if (!item) { rtexture_t *dyntexture; // check whether its a dynamic texture dyntexture = CL_GetDynTexture( basename ); if (!add && !dyntexture) return NULL; item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array); memset(item, 0, sizeof(*item)); strlcpy(item->basename, basename, sizeof(item->basename)); item->base = dyntexture; // either NULL or dyntexture handle item->textureflags = textureflags; item->comparewidth = comparewidth; item->compareheight = compareheight; item->comparecrc = comparecrc; item->next = r_skinframe.hash[hashindex]; r_skinframe.hash[hashindex] = item; } else if( item->base == NULL ) { rtexture_t *dyntexture; // check whether its a dynamic texture // 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] dyntexture = CL_GetDynTexture( basename ); item->base = dyntexture; // either NULL or dyntexture handle } R_SkinFrame_MarkUsed(item); return item; } skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain) { // FIXME: it should be possible to disable loading various layers using // cvars, to prevent wasted loading time and memory usage if the user does // not want them qboolean loadnormalmap = true; qboolean loadgloss = true; qboolean loadpantsandshirt = true; qboolean loadglow = true; int j; unsigned char *pixels; unsigned char *bumppixels; unsigned char *basepixels = NULL; int basepixels_width; int basepixels_height; skinframe_t *skinframe; if (cls.state == ca_dedicated) return NULL; // return an existing skinframe if already loaded // if loading of the first image fails, don't make a new skinframe as it // would cause all future lookups of this to be missing skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false); if (skinframe && skinframe->base) return skinframe; basepixels = loadimagepixelsbgra(name, complain, true); if (basepixels == NULL) return NULL; // we've got some pixels to store, so really allocate this new texture now if (!skinframe) skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true); skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; skinframe->pants = NULL; skinframe->shirt = NULL; skinframe->nmap = r_texture_blanknormalmap; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; basepixels_width = image_width; basepixels_height = image_height; 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); if (textureflags & TEXF_ALPHA) { for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4) if (basepixels[j] < 255) break; if (j < basepixels_width * basepixels_height * 4) { // has transparent pixels pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); for (j = 0;j < image_width * image_height * 4;j += 4) { pixels[j+0] = 255; pixels[j+1] = 255; pixels[j+2] = 255; pixels[j+3] = basepixels[j+3]; } 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); Mem_Free(pixels); } } // _norm is the name used by tenebrae and has been adopted as standard if (loadnormalmap) { if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL) { 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); Mem_Free(pixels); pixels = NULL; } else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL) { pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); 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); Mem_Free(pixels); Mem_Free(bumppixels); } else if (r_shadow_bumpscale_basetexture.value > 0) { pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4); Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); 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); Mem_Free(pixels); } } // _luma is supported for tenebrae compatibility // (I think it's a very stupid name, but oh well) // _glow is the preferred name 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;} 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;} 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;} 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;} if (basepixels) Mem_Free(basepixels); return skinframe; } 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) { int i; if (!force) { for (i = 0;i < width*height;i++) if (((unsigned char *)&palette[in[i]])[3] > 0) break; if (i == width*height) return NULL; } return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette); } // this is only used by .spr32 sprites, HL .spr files, HL .bsp files skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height) { int i; unsigned char *temp1, *temp2; skinframe_t *skinframe; if (cls.state == ca_dedicated) return NULL; // if already loaded just return it, otherwise make a new skinframe skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true); if (skinframe && skinframe->base) return skinframe; skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; skinframe->pants = NULL; skinframe->shirt = NULL; skinframe->nmap = r_texture_blanknormalmap; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; // if no data was provided, then clearly the caller wanted to get a blank skinframe if (!skindata) return NULL; if (r_shadow_bumpscale_basetexture.value > 0) { temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); temp2 = temp1 + width * height * 4; Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); Mem_Free(temp1); } skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL); if (textureflags & TEXF_ALPHA) { for (i = 3;i < width * height * 4;i += 4) if (skindata[i] < 255) break; if (i < width * height * 4) { unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4); memcpy(fogpixels, skindata, width * height * 4); for (i = 0;i < width * height * 4;i += 4) fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL); Mem_Free(fogpixels); } } return skinframe; } skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height) { int i; unsigned char *temp1, *temp2; skinframe_t *skinframe; if (cls.state == ca_dedicated) return NULL; // if already loaded just return it, otherwise make a new skinframe skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true); if (skinframe && skinframe->base) return skinframe; skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; skinframe->pants = NULL; skinframe->shirt = NULL; skinframe->nmap = r_texture_blanknormalmap; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; // if no data was provided, then clearly the caller wanted to get a blank skinframe if (!skindata) return NULL; if (r_shadow_bumpscale_basetexture.value > 0) { temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); temp2 = temp1 + width * height * 4; // use either a custom palette or the quake palette Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete); Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL); Mem_Free(temp1); } // use either a custom palette, or the quake palette 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 if (loadglowtexture) skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow if (loadpantsandshirt) { skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt } if (skinframe->pants || skinframe->shirt) 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 if (textureflags & TEXF_ALPHA) { for (i = 0;i < width * height;i++) if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255) break; if (i < width * height) skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask } return skinframe; } skinframe_t *R_SkinFrame_LoadMissing(void) { skinframe_t *skinframe; if (cls.state == ca_dedicated) return NULL; skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true); skinframe->stain = NULL; skinframe->merged = NULL; skinframe->base = r_texture_notexture; skinframe->pants = NULL; skinframe->shirt = NULL; skinframe->nmap = r_texture_blanknormalmap; skinframe->gloss = NULL; skinframe->glow = NULL; skinframe->fog = NULL; return skinframe; } void gl_main_start(void) { memset(r_qwskincache, 0, sizeof(r_qwskincache)); memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); // set up r_skinframe loading system for textures memset(&r_skinframe, 0, sizeof(r_skinframe)); r_skinframe.loadsequence = 1; Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256); r_main_texturepool = R_AllocTexturePool(); R_BuildBlankTextures(); R_BuildNoTexture(); if (gl_texturecubemap) { R_BuildWhiteCube(); R_BuildNormalizationCube(); } r_texture_fogattenuation = NULL; //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); memset(&r_svbsp, 0, sizeof (r_svbsp)); r_refdef.fogmasktable_density = 0; } void gl_main_shutdown(void) { memset(r_qwskincache, 0, sizeof(r_qwskincache)); memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); // clear out the r_skinframe state Mem_ExpandableArray_FreeArray(&r_skinframe.array); memset(&r_skinframe, 0, sizeof(r_skinframe)); if (r_svbsp.nodes) Mem_Free(r_svbsp.nodes); memset(&r_svbsp, 0, sizeof (r_svbsp)); R_FreeTexturePool(&r_main_texturepool); r_texture_blanknormalmap = NULL; r_texture_white = NULL; r_texture_grey128 = NULL; r_texture_black = NULL; r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; r_texture_fogattenuation = NULL; //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); R_GLSL_Restart_f(); } extern void CL_ParseEntityLump(char *entitystring); void gl_main_newmap(void) { // FIXME: move this code to client int l; char *entities, entname[MAX_QPATH]; if (cl.worldmodel) { strlcpy(entname, cl.worldmodel->name, sizeof(entname)); l = (int)strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { memcpy(entname + l, ".ent", 5); if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) { CL_ParseEntityLump(entities); Mem_Free(entities); return; } } if (cl.worldmodel->brush.entities) CL_ParseEntityLump(cl.worldmodel->brush.entities); } } void GL_Main_Init(void) { r_main_mempool = Mem_AllocPool("Renderer", 0, NULL); Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed"); Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl"); // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); Cvar_RegisterVariable (&gl_fogdensity); Cvar_RegisterVariable (&gl_fogred); Cvar_RegisterVariable (&gl_foggreen); Cvar_RegisterVariable (&gl_fogblue); Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); Cvar_RegisterVariable (&gl_skyclip); } Cvar_RegisterVariable(&r_depthfirst); Cvar_RegisterVariable(&r_nearclip); Cvar_RegisterVariable(&r_showbboxes); Cvar_RegisterVariable(&r_showsurfaces); Cvar_RegisterVariable(&r_showtris); Cvar_RegisterVariable(&r_shownormals); Cvar_RegisterVariable(&r_showlighting); Cvar_RegisterVariable(&r_showshadowvolumes); Cvar_RegisterVariable(&r_showcollisionbrushes); Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset); Cvar_RegisterVariable(&r_showdisabledepthtest); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_cullentities_trace); Cvar_RegisterVariable(&r_cullentities_trace_samples); Cvar_RegisterVariable(&r_cullentities_trace_enlarge); Cvar_RegisterVariable(&r_cullentities_trace_delay); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_speeds); Cvar_RegisterVariable(&r_fullbrights); Cvar_RegisterVariable(&r_wateralpha); Cvar_RegisterVariable(&r_dynamic); Cvar_RegisterVariable(&r_fullbright); Cvar_RegisterVariable(&r_shadows); Cvar_RegisterVariable(&r_shadows_throwdistance); Cvar_RegisterVariable(&r_q1bsp_skymasking); Cvar_RegisterVariable(&r_polygonoffset_submodel_factor); Cvar_RegisterVariable(&r_polygonoffset_submodel_offset); Cvar_RegisterVariable(&r_fog_exp2); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&r_glsl); Cvar_RegisterVariable(&r_glsl_offsetmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_scale); Cvar_RegisterVariable(&r_glsl_deluxemapping); Cvar_RegisterVariable(&r_water); Cvar_RegisterVariable(&r_water_resolutionmultiplier); Cvar_RegisterVariable(&r_water_clippingplanebias); Cvar_RegisterVariable(&r_water_refractdistort); Cvar_RegisterVariable(&r_water_reflectdistort); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_lerplightstyles); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_bloom); Cvar_RegisterVariable(&r_bloom_colorscale); Cvar_RegisterVariable(&r_bloom_brighten); Cvar_RegisterVariable(&r_bloom_blur); Cvar_RegisterVariable(&r_bloom_resolution); Cvar_RegisterVariable(&r_bloom_colorexponent); Cvar_RegisterVariable(&r_bloom_colorsubtract); Cvar_RegisterVariable(&r_hdr); Cvar_RegisterVariable(&r_hdr_scenebrightness); Cvar_RegisterVariable(&r_glsl_contrastboost); Cvar_RegisterVariable(&r_hdr_glowintensity); Cvar_RegisterVariable(&r_hdr_range); Cvar_RegisterVariable(&r_smoothnormals_areaweighting); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); Cvar_RegisterVariable(&r_test); Cvar_RegisterVariable(&r_batchmode); if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); Cvar_RegisterVariable(&r_track_sprites); Cvar_RegisterVariable(&r_track_sprites_flags); Cvar_RegisterVariable(&r_track_sprites_scalew); Cvar_RegisterVariable(&r_track_sprites_scaleh); } extern void R_Textures_Init(void); extern void GL_Draw_Init(void); extern void GL_Main_Init(void); extern void R_Shadow_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); extern void gl_backend_init(void); extern void Sbar_Init(void); extern void R_LightningBeams_Init(void); extern void Mod_RenderInit(void); void Render_Init(void) { gl_backend_init(); R_Textures_Init(); GL_Main_Init(); GL_Draw_Init(); R_Shadow_Init(); R_Sky_Init(); GL_Surf_Init(); Sbar_Init(); R_Particles_Init(); R_Explosion_Init(); R_LightningBeams_Init(); Mod_RenderInit(); } /* =============== GL_Init =============== */ extern char *ENGINE_EXTENSIONS; void GL_Init (void) { VID_CheckExtensions(); // LordHavoc: report supported extensions Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); // clear to black (loading plaque will be seen over this) CHECKGLERROR qglClearColor(0,0,0,1);CHECKGLERROR qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR } int R_CullBox(const vec3_t mins, const vec3_t maxs) { int i; mplane_t *p; for (i = 0;i < r_view.numfrustumplanes;i++) { // skip nearclip plane, it often culls portals when you are very close, and is almost never useful if (i == 4) continue; p = r_view.frustum + i; switch(p->signbits) { default: case 0: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 1: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 2: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 3: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 4: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 5: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 6: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 7: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; } } return false; } int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes) { int i; const mplane_t *p; for (i = 0;i < numplanes;i++) { p = planes + i; switch(p->signbits) { default: case 0: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 1: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 2: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 3: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 4: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 5: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 6: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 7: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; } } return false; } //================================================================================== static void R_View_UpdateEntityVisible (void) { int i, renderimask; entity_render_t *ent; if (!r_drawentities.integer) return; renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL); if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; r_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.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); } if(r_cullentities_trace.integer) { for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*'))) { if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs)) ent->last_trace_visibility = realtime; if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value) r_viewcache.entityvisible[i] = 0; } } } } else { // no worldmodel or it can't check visibility for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; r_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)); } } } // only used if skyrendermasked, and normally returns false int R_DrawBrushModelsSky (void) { int i, sky; entity_render_t *ent; if (!r_drawentities.integer) return false; sky = false; for (i = 0;i < r_refdef.numentities;i++) { if (!r_viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; if (!ent->model || !ent->model->DrawSky) continue; ent->model->DrawSky(ent); sky = true; } return sky; } static void R_DrawNoModel(entity_render_t *ent); static void R_DrawModels(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { if (!r_viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; r_refdef.stats.entities++; if (ent->model && ent->model->Draw != NULL) ent->model->Draw(ent); else R_DrawNoModel(ent); } } static void R_DrawModelsDepth(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { if (!r_viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; if (ent->model && ent->model->DrawDepth != NULL) ent->model->DrawDepth(ent); } } static void R_DrawModelsDebug(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { if (!r_viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; if (ent->model && ent->model->DrawDebug != NULL) ent->model->DrawDebug(ent); } } static void R_DrawModelsAddWaterPlanes(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { if (!r_viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; if (ent->model && ent->model->DrawAddWaterPlanes != NULL) ent->model->DrawAddWaterPlanes(ent); } } static void R_View_SetFrustum(void) { int i; double slopex, slopey; // break apart the view matrix into vectors for various purposes Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin); VectorNegate(r_view.left, r_view.right); #if 0 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x; r_view.frustum[0].normal[1] = 0 - 0; r_view.frustum[0].normal[2] = -1 - 0; r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x; r_view.frustum[1].normal[1] = 0 + 0; r_view.frustum[1].normal[2] = -1 + 0; r_view.frustum[2].normal[0] = 0 - 0; r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y; r_view.frustum[2].normal[2] = -1 - 0; r_view.frustum[3].normal[0] = 0 + 0; r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y; r_view.frustum[3].normal[2] = -1 + 0; #endif #if 0 zNear = r_refdef.nearclip; nudge = 1.0 - 1.0 / (1<<23); r_view.frustum[4].normal[0] = 0 - 0; r_view.frustum[4].normal[1] = 0 - 0; r_view.frustum[4].normal[2] = -1 - -nudge; r_view.frustum[4].dist = 0 - -2 * zNear * nudge; r_view.frustum[5].normal[0] = 0 + 0; r_view.frustum[5].normal[1] = 0 + 0; r_view.frustum[5].normal[2] = -1 + -nudge; r_view.frustum[5].dist = 0 + -2 * zNear * nudge; #endif #if 0 r_view.frustum[0].normal[0] = m[3] - m[0]; r_view.frustum[0].normal[1] = m[7] - m[4]; r_view.frustum[0].normal[2] = m[11] - m[8]; r_view.frustum[0].dist = m[15] - m[12]; r_view.frustum[1].normal[0] = m[3] + m[0]; r_view.frustum[1].normal[1] = m[7] + m[4]; r_view.frustum[1].normal[2] = m[11] + m[8]; r_view.frustum[1].dist = m[15] + m[12]; r_view.frustum[2].normal[0] = m[3] - m[1]; r_view.frustum[2].normal[1] = m[7] - m[5]; r_view.frustum[2].normal[2] = m[11] - m[9]; r_view.frustum[2].dist = m[15] - m[13]; r_view.frustum[3].normal[0] = m[3] + m[1]; r_view.frustum[3].normal[1] = m[7] + m[5]; r_view.frustum[3].normal[2] = m[11] + m[9]; r_view.frustum[3].dist = m[15] + m[13]; r_view.frustum[4].normal[0] = m[3] - m[2]; r_view.frustum[4].normal[1] = m[7] - m[6]; r_view.frustum[4].normal[2] = m[11] - m[10]; r_view.frustum[4].dist = m[15] - m[14]; r_view.frustum[5].normal[0] = m[3] + m[2]; r_view.frustum[5].normal[1] = m[7] + m[6]; r_view.frustum[5].normal[2] = m[11] + m[10]; r_view.frustum[5].dist = m[15] + m[14]; #endif if (r_view.useperspective) { slopex = 1.0 / r_view.frustum_x; slopey = 1.0 / r_view.frustum_y; VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal); VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal); VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal); VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal); VectorCopy(r_view.forward, r_view.frustum[4].normal); // Leaving those out was a mistake, those were in the old code, and they // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix // I couldn't reproduce it after adding those normalizations. --blub VectorNormalize(r_view.frustum[0].normal); VectorNormalize(r_view.frustum[1].normal); VectorNormalize(r_view.frustum[2].normal); VectorNormalize(r_view.frustum[3].normal); // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]); VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]); VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]); VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]); r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal); r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal); r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal); r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal); r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; } else { VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal); VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal); VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal); VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal); VectorCopy(r_view.forward, r_view.frustum[4].normal); r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x; r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x; r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y; r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y; r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; } r_view.numfrustumplanes = 5; if (r_view.useclipplane) { r_view.numfrustumplanes = 6; r_view.frustum[5] = r_view.clipplane; } for (i = 0;i < r_view.numfrustumplanes;i++) PlaneClassify(r_view.frustum + i); // LordHavoc: note to all quake engine coders, Quake had a special case // for 90 degrees which assumed a square view (wrong), so I removed it, // Quake2 has it disabled as well. // rotate R_VIEWFORWARD right by FOV_X/2 degrees //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2)); //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal); //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2)); //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal); //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2)); //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal); //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2)); //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal); //PlaneClassify(&frustum[3]); // nearclip plane //VectorCopy(r_view.forward, r_view.frustum[4].normal); //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value; //PlaneClassify(&frustum[4]); } void R_View_Update(void) { R_View_SetFrustum(); R_View_WorldVisibility(r_view.useclipplane); R_View_UpdateEntityVisible(); } void R_SetupView(void) { if (!r_view.useperspective) GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip); else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows) GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip); else GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip); GL_SetupView_Orientation_FromEntity(&r_view.matrix); if (r_view.useclipplane) { // LordHavoc: couldn't figure out how to make this approach the vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value; vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal); if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value) dist = r_view.clipplane.dist; GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist); } } void R_ResetViewRendering2D(void) { if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } DrawQ_Finish(); // GL is weird because it's bottom to top, r_view.y is top to bottom qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); GL_Color(1, 1, 1, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_AlphaTest(false); GL_ScissorTest(false); GL_DepthMask(false); GL_DepthRange(0, 1); GL_DepthTest(false); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(0, 0); qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglDisable(GL_STENCIL_TEST);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces } void R_ResetViewRendering3D(void) { if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } DrawQ_Finish(); // GL is weird because it's bottom to top, r_view.y is top to bottom qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR R_SetupView(); GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); GL_Color(1, 1, 1, 1); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_AlphaTest(false); GL_ScissorTest(true); GL_DepthMask(true); GL_DepthRange(0, 1); GL_DepthTest(true); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglDisable(GL_STENCIL_TEST);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR GL_CullFace(r_view.cullface_back); } /* R_Bloom_SetupShader( "// bloom shader\n" "// written by Forest 'LordHavoc' Hale\n" "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" "#ifdef __GLSL_CG_DATA_TYPES\n" "#define myhalf half\n" "#define myhvec2 hvec2\n" "#define myhvec3 hvec3\n" "#define myhvec4 hvec4\n" "#else\n" "#define myhalf float\n" "#define myhvec2 vec2\n" "#define myhvec3 vec3\n" "#define myhvec4 vec4\n" "#endif\n" "\n" "varying vec2 ScreenTexCoord;\n" "varying vec2 BloomTexCoord;\n" "\n" "\n" "\n" "\n" "// vertex shader specific:\n" "#ifdef VERTEX_SHADER\n" "\n" "void main(void)\n" "{\n" " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n" " BloomTexCoord = vec2(gl_MultiTexCoord1);\n" " // transform vertex to camera space, using ftransform to match non-VS\n" " // rendering\n" " gl_Position = ftransform();\n" "}\n" "\n" "#endif // VERTEX_SHADER\n" "\n" "\n" "\n" "\n" "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" "void main(void)\n" "{\n" " int x, y; " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n" " for (x = -BLUR_X;x <= BLUR_X;x++) " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" " gl_FragColor = vec4(color);\n" "}\n" "\n" "#endif // FRAGMENT_SHADER\n" */ void R_RenderScene(qboolean addwaterplanes); static void R_Water_StartFrame(void) { int i; int waterwidth, waterheight, texturewidth, textureheight; r_waterstate_waterplane_t *p; // set waterwidth and waterheight to the water resolution that will be // used (often less than the screen resolution for faster rendering) waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width); waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height); // calculate desired texture sizes // can't use water if the card does not support the texture size if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size) texturewidth = textureheight = waterwidth = waterheight = 0; else if (gl_support_arb_texture_non_power_of_two) { texturewidth = waterwidth; textureheight = waterheight; } else { for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2); for (textureheight = 1;textureheight < waterheight;textureheight *= 2); } // allocate textures as needed if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight) { r_waterstate.maxwaterplanes = MAX_WATERPLANES; for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++) { if (p->texture_refraction) R_FreeTexture(p->texture_refraction); p->texture_refraction = NULL; if (p->texture_reflection) R_FreeTexture(p->texture_reflection); p->texture_reflection = NULL; } memset(&r_waterstate, 0, sizeof(r_waterstate)); r_waterstate.waterwidth = waterwidth; r_waterstate.waterheight = waterheight; r_waterstate.texturewidth = texturewidth; r_waterstate.textureheight = textureheight; } if (r_waterstate.waterwidth) { r_waterstate.enabled = true; // set up variables that will be used in shader setup r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth; r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight; r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth; r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight; } r_waterstate.maxwaterplanes = MAX_WATERPLANES; r_waterstate.numwaterplanes = 0; } static void R_Water_AddWaterPlane(msurface_t *surface) { int triangleindex, planeindex; const int *e; vec3_t vert[3]; vec3_t normal; vec3_t center; r_waterstate_waterplane_t *p; // just use the first triangle with a valid normal for any decisions VectorClear(normal); for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3) { Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]); Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]); Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]); TriangleNormal(vert[0], vert[1], vert[2], normal); if (VectorLength2(normal) >= 0.001) break; } // find a matching plane if there is one for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1) break; if (planeindex >= r_waterstate.maxwaterplanes) return; // nothing we can do, out of planes // if this triangle does not fit any known plane rendered this frame, add one if (planeindex >= r_waterstate.numwaterplanes) { // store the new plane r_waterstate.numwaterplanes++; VectorCopy(normal, p->plane.normal); VectorNormalize(p->plane.normal); p->plane.dist = DotProduct(vert[0], p->plane.normal); PlaneClassify(&p->plane); // flip the plane if it does not face the viewer if (PlaneDiff(r_view.origin, &p->plane) < 0) { VectorNegate(p->plane.normal, p->plane.normal); p->plane.dist *= -1; PlaneClassify(&p->plane); } // clear materialflags and pvs p->materialflags = 0; p->pvsvalid = false; } // merge this surface's materialflags into the waterplane p->materialflags |= surface->texture->currentframe->currentmaterialflags; // merge this surface's PVS into the waterplane VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center); if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS && r_refdef.worldmodel->brush.PointInLeaf && r_refdef.worldmodel->brush.PointInLeaf(r_refdef.worldmodel, center)->clusterindex >= 0) { r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid); p->pvsvalid = true; } } static void R_Water_ProcessPlanes(void) { r_view_t originalview; int planeindex; r_waterstate_waterplane_t *p; originalview = r_view; // make sure enough textures are allocated for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { if (!p->texture_refraction) 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); if (!p->texture_refraction) goto error; } if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) 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); if (!p->texture_reflection) goto error; } } // render views for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { r_view.showdebug = false; r_view.width = r_waterstate.waterwidth; r_view.height = r_waterstate.waterheight; r_view.useclipplane = true; r_waterstate.renderingscene = true; // render the normal view scene and copy into texture // (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) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { r_view.clipplane = p->plane; VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal); r_view.clipplane.dist = -r_view.clipplane.dist; PlaneClassify(&r_view.clipplane); R_RenderScene(false); // copy view into the screen texture R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction)); GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR } if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { // render reflected scene and copy into texture Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); r_view.clipplane = p->plane; // reverse the cullface settings for this render r_view.cullface_front = GL_FRONT; r_view.cullface_back = GL_BACK; if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes) { r_view.usecustompvs = true; if (p->pvsvalid) memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes); else memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes); } R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) R_TimeReport("viewclear"); R_RenderScene(false); R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection)); GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) R_TimeReport("viewclear"); } r_view = originalview; r_view.clear = true; r_waterstate.renderingscene = false; } return; error: r_view = originalview; r_waterstate.renderingscene = false; Cvar_SetValueQuick(&r_water, 0); Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n"); return; } void R_Bloom_StartFrame(void) { int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width); r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width; r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height); // calculate desired texture sizes if (gl_support_arb_texture_non_power_of_two) { screentexturewidth = r_view.width; screentextureheight = r_view.height; bloomtexturewidth = r_bloomstate.bloomwidth; bloomtextureheight = r_bloomstate.bloomheight; } else { for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2); for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2); for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2); for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2); } if (r_hdr.integer) { screentexturewidth = screentextureheight = 0; } else if (r_bloom.integer) { } else { screentexturewidth = screentextureheight = 0; bloomtexturewidth = bloomtextureheight = 0; } if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size) { // can't use bloom if the parameters are too weird // can't use bloom if the card does not support the texture size if (r_bloomstate.texture_screen) R_FreeTexture(r_bloomstate.texture_screen); if (r_bloomstate.texture_bloom) R_FreeTexture(r_bloomstate.texture_bloom); memset(&r_bloomstate, 0, sizeof(r_bloomstate)); return; } r_bloomstate.enabled = true; r_bloomstate.hdr = r_hdr.integer != 0; // allocate textures as needed if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight) { if (r_bloomstate.texture_screen) R_FreeTexture(r_bloomstate.texture_screen); r_bloomstate.texture_screen = NULL; r_bloomstate.screentexturewidth = screentexturewidth; r_bloomstate.screentextureheight = screentextureheight; if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) 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); } if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) { if (r_bloomstate.texture_bloom) R_FreeTexture(r_bloomstate.texture_bloom); r_bloomstate.texture_bloom = NULL; r_bloomstate.bloomtexturewidth = bloomtexturewidth; r_bloomstate.bloomtextureheight = bloomtextureheight; if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) 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); } // set up a texcoord array for the full resolution screen image // (we have to keep this around to copy back during final render) r_bloomstate.screentexcoord2f[0] = 0; r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight; r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight; r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; r_bloomstate.screentexcoord2f[5] = 0; r_bloomstate.screentexcoord2f[6] = 0; r_bloomstate.screentexcoord2f[7] = 0; // set up a texcoord array for the reduced resolution bloom image // (which will be additive blended over the screen image) r_bloomstate.bloomtexcoord2f[0] = 0; r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; r_bloomstate.bloomtexcoord2f[5] = 0; r_bloomstate.bloomtexcoord2f[6] = 0; r_bloomstate.bloomtexcoord2f[7] = 0; } void R_Bloom_CopyScreenTexture(float colorscale) { r_refdef.stats.bloom++; R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); // copy view into the screen texture GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; // now scale it down to the bloom texture size CHECKGLERROR qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); // TODO: optimize with multitexture or GLSL R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // we now have a bloom image in the framebuffer // copy it into the bloom image texture for later processing R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } void R_Bloom_CopyHDRTexture(void) { R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; } void R_Bloom_MakeTexture(void) { int x, range, dir; float xoffset, yoffset, r, brighten; r_refdef.stats.bloom++; R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); // we have a bloom image in the framebuffer CHECKGLERROR qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR for (x = 1;x < min(r_bloom_colorexponent.value, 32);) { x *= 2; r = bound(0, r_bloom_colorexponent.value / x, 1); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_Color(r, r, r, 1); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320; brighten = r_bloom_brighten.value; if (r_hdr.integer) brighten *= r_hdr_range.value; R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0); for (dir = 0;dir < 2;dir++) { // blend on at multiple vertical offsets to achieve a vertical blur // TODO: do offset blends using GLSL GL_BlendFunc(GL_ONE, GL_ZERO); for (x = -range;x <= range;x++) { if (!dir){xoffset = 0;yoffset = x;} else {xoffset = x;yoffset = 0;} xoffset /= (float)r_bloomstate.bloomtexturewidth; yoffset /= (float)r_bloomstate.bloomtextureheight; // compute a texcoord array with the specified x and y offset r_bloomstate.offsettexcoord2f[0] = xoffset+0; r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; r_bloomstate.offsettexcoord2f[5] = yoffset+0; r_bloomstate.offsettexcoord2f[6] = xoffset+0; r_bloomstate.offsettexcoord2f[7] = yoffset+0; // this r value looks like a 'dot' particle, fading sharply to // black at the edges // (probably not realistic but looks good enough) //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1); //r = (dir ? 1.0f : brighten)/(range*2+1); r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range)); GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } // apply subtract last // (just like it would be in a GLSL shader) if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract) { GL_BlendFunc(GL_ONE, GL_ZERO); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); GL_Color(1, 1, 1, 1); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; qglBlendEquationEXT(GL_FUNC_ADD_EXT); // copy the darkened bloom view to a texture R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } } void R_HDR_RenderBloomTexture(void) { int oldwidth, oldheight; float oldcolorscale; oldcolorscale = r_view.colorscale; oldwidth = r_view.width; oldheight = r_view.height; r_view.width = r_bloomstate.bloomwidth; r_view.height = r_bloomstate.bloomheight; // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. // TODO: add exposure compensation features // TODO: add fp16 framebuffer support r_view.showdebug = false; r_view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16); R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) R_TimeReport("HDRclear"); r_waterstate.numwaterplanes = 0; R_RenderScene(r_waterstate.enabled); r_view.showdebug = true; R_ResetViewRendering2D(); R_Bloom_CopyHDRTexture(); R_Bloom_MakeTexture(); // restore the view settings r_view.width = oldwidth; r_view.height = oldheight; r_view.colorscale = oldcolorscale; R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) R_TimeReport("viewclear"); } static void R_BlendView(void) { if (r_bloomstate.enabled && r_bloomstate.hdr) { // render high dynamic range bloom effect // the bloom texture was made earlier this render, so we just need to // blend it onto the screen... R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ONE); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; } else if (r_bloomstate.enabled) { // render simple bloom effect // copy the screen and shrink it and darken it for the bloom process R_Bloom_CopyScreenTexture(r_bloom_colorscale.value); // make the bloom texture R_Bloom_MakeTexture(); // put the original screen image back in place and blend the bloom // texture on it R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); // do both in one pass if possible R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); if (r_textureunits.integer >= 2 && gl_combine.integer) { R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1); R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0); } else { R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; // now blend on the bloom texture GL_BlendFunc(GL_ONE, GL_ONE); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); } R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; } if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) { // apply a color tint to the whole view R_ResetViewRendering2D(); R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); } } void R_RenderScene(qboolean addwaterplanes); matrix4x4_t r_waterscrollmatrix; void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale! { if (r_refdef.fog_density) { r_refdef.fogcolor[0] = r_refdef.fog_red; r_refdef.fogcolor[1] = r_refdef.fog_green; r_refdef.fogcolor[2] = r_refdef.fog_blue; { vec3_t fogvec; VectorCopy(r_refdef.fogcolor, fogvec); if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost { // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1); fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1); fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1); fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1); } // color.rgb *= ContrastBoost * SceneBrightness; VectorScale(fogvec, r_view.colorscale, fogvec); r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f); r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f); r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f); } } } void R_UpdateVariables(void) { R_Textures_Frame(); r_refdef.farclip = 4096; if (r_refdef.worldmodel) r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f); if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1) Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1); r_refdef.polygonfactor = 0; r_refdef.polygonoffset = 0; r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1); r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1); r_refdef.rtworld = r_shadow_realtime_world.integer; r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer; r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil; r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1; if (r_showsurfaces.integer) { r_refdef.rtworld = false; r_refdef.rtworldshadows = false; r_refdef.rtdlight = false; r_refdef.rtdlightshadows = false; r_refdef.lightmapintensity = 0; } if (gamemode == GAME_NEHAHRA) { if (gl_fogenable.integer) { r_refdef.oldgl_fogenable = true; r_refdef.fog_density = gl_fogdensity.value; r_refdef.fog_red = gl_fogred.value; r_refdef.fog_green = gl_foggreen.value; r_refdef.fog_blue = gl_fogblue.value; r_refdef.fog_alpha = 1; r_refdef.fog_start = 0; r_refdef.fog_end = gl_skyclip.value; } else if (r_refdef.oldgl_fogenable) { r_refdef.oldgl_fogenable = false; r_refdef.fog_density = 0; r_refdef.fog_red = 0; r_refdef.fog_green = 0; r_refdef.fog_blue = 0; r_refdef.fog_alpha = 0; r_refdef.fog_start = 0; r_refdef.fog_end = 0; } } r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1); r_refdef.fog_start = max(0, r_refdef.fog_start); r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end); // R_UpdateFogColor(); // why? R_RenderScene does it anyway if (r_refdef.fog_density) { r_refdef.fogenabled = true; // this is the point where the fog reaches 0.9986 alpha, which we // consider a good enough cutoff point for the texture // (0.9986 * 256 == 255.6) if (r_fog_exp2.integer) r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start; else r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start; r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end); r_refdef.fograngerecip = 1.0f / r_refdef.fogrange; r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip; // fog color was already set // update the fog texture 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) R_BuildFogTexture(); } else r_refdef.fogenabled = false; } /* ================ R_RenderView ================ */ void R_RenderView(void) { if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); r_view.colorscale = r_hdr_scenebrightness.value; R_Shadow_UpdateWorldLightSelection(); R_Bloom_StartFrame(); R_Water_StartFrame(); CHECKGLERROR if (r_timereport_active) R_TimeReport("viewsetup"); R_ResetViewRendering3D(); if (r_view.clear || r_refdef.fogenabled) { R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) R_TimeReport("viewclear"); } r_view.clear = true; r_view.showdebug = true; // this produces a bloom texture to be used in R_BlendView() later if (r_hdr.integer) R_HDR_RenderBloomTexture(); r_waterstate.numwaterplanes = 0; R_RenderScene(r_waterstate.enabled); R_BlendView(); if (r_timereport_active) R_TimeReport("blendview"); GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); CHECKGLERROR } extern void R_DrawLightningBeams (void); extern void VM_CL_AddPolygonsToMeshQueue (void); extern void R_DrawPortals (void); extern cvar_t cl_locs_show; static void R_DrawLocs(void); static void R_DrawEntityBBoxes(void); void R_RenderScene(qboolean addwaterplanes) { Matrix4x4_Invert_Simple(&r_view.inverse_matrix, &r_view.matrix); R_UpdateFogColor(); if (addwaterplanes) { R_ResetViewRendering3D(); R_View_Update(); if (r_timereport_active) R_TimeReport("watervis"); if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes) { r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity); if (r_timereport_active) R_TimeReport("waterworld"); } // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); R_DrawModelsAddWaterPlanes(); if (r_timereport_active) R_TimeReport("watermodels"); R_Water_ProcessPlanes(); if (r_timereport_active) R_TimeReport("waterscenes"); } R_ResetViewRendering3D(); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); R_MeshQueue_BeginScene(); R_SkyStartFrame(); R_View_Update(); if (r_timereport_active) R_TimeReport("visibility"); Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); if (cl.csqc_vidvars.drawworld) { // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) { r_refdef.worldmodel->DrawSky(r_refdef.worldentity); if (r_timereport_active) R_TimeReport("worldsky"); } if (R_DrawBrushModelsSky() && r_timereport_active) R_TimeReport("bmodelsky"); } if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth) { r_refdef.worldmodel->DrawDepth(r_refdef.worldentity); if (r_timereport_active) R_TimeReport("worlddepth"); } if (r_depthfirst.integer >= 2) { R_DrawModelsDepth(); if (r_timereport_active) R_TimeReport("modeldepth"); } if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw) { r_refdef.worldmodel->Draw(r_refdef.worldentity); if (r_timereport_active) R_TimeReport("world"); } // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); R_DrawModels(); if (r_timereport_active) R_TimeReport("models"); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0) { R_DrawModelShadows(); R_ResetViewRendering3D(); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); } R_ShadowVolumeLighting(false); if (r_timereport_active) R_TimeReport("rtlights"); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); if (cl.csqc_vidvars.drawworld) { R_DrawLightningBeams(); if (r_timereport_active) R_TimeReport("lightning"); R_DrawDecals(); if (r_timereport_active) R_TimeReport("decals"); R_DrawParticles(); if (r_timereport_active) R_TimeReport("particles"); R_DrawExplosions(); if (r_timereport_active) R_TimeReport("explosions"); } if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } VM_CL_AddPolygonsToMeshQueue(); if (r_view.showdebug) { if (cl_locs_show.integer) { R_DrawLocs(); if (r_timereport_active) R_TimeReport("showlocs"); } if (r_drawportals.integer) { R_DrawPortals(); if (r_timereport_active) R_TimeReport("portals"); } if (r_showbboxes.value > 0) { R_DrawEntityBBoxes(); if (r_timereport_active) R_TimeReport("bboxes"); } } if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } R_MeshQueue_RenderTransparent(); if (r_timereport_active) R_TimeReport("drawtrans"); if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0)) { r_refdef.worldmodel->DrawDebug(r_refdef.worldentity); if (r_timereport_active) R_TimeReport("worlddebug"); R_DrawModelsDebug(); if (r_timereport_active) R_TimeReport("modeldebug"); } if (gl_support_fragment_shader) { qglUseProgramObjectARB(0);CHECKGLERROR } if (cl.csqc_vidvars.drawworld) { R_DrawCoronas(); if (r_timereport_active) R_TimeReport("coronas"); } // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); R_ResetViewRendering2D(); } static const int bboxelements[36] = { 5, 1, 3, 5, 3, 7, 6, 2, 0, 6, 0, 4, 7, 3, 2, 7, 2, 6, 4, 0, 1, 4, 1, 5, 4, 5, 7, 4, 7, 6, 1, 0, 2, 1, 2, 3, }; void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4]; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; // vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2]; vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2]; vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2]; vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; R_FillColors(color4f, 8, cr, cg, cb, ca); if (r_refdef.fogenabled) { for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4) { f1 = FogPoint_World(v); f2 = 1 - f1; c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2; c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2; c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2; } } R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(color4f, 0, 0); R_Mesh_ResetTextureState(); R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0); } static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; float color[4]; prvm_edict_t *edict; // this function draws bounding boxes of server entities if (!sv.active) return; SV_VM_Begin(); for (i = 0;i < numsurfaces;i++) { edict = PRVM_EDICT_NUM(surfacelist[i]); switch ((int)edict->fields.server->solid) { case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break; case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break; case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break; case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break; case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break; default: Vector4Set(color, 0, 0, 0, 0.50);break; } color[3] *= r_showbboxes.value; color[3] = bound(0, color[3], 1); GL_DepthTest(!r_showdisabledepthtest.integer); GL_CullFace(r_view.cullface_front); R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]); } SV_VM_End(); } static void R_DrawEntityBBoxes(void) { int i; prvm_edict_t *edict; vec3_t center; // this function draws bounding boxes of server entities if (!sv.active) return; SV_VM_Begin(); for (i = 0;i < prog->num_edicts;i++) { edict = PRVM_EDICT_NUM(i); if (edict->priv.server->free) continue; VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center); R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); } SV_VM_End(); } int nomodelelements[24] = { 5, 2, 0, 5, 1, 2, 5, 0, 3, 5, 3, 1, 0, 2, 4, 2, 1, 4, 3, 0, 4, 1, 3, 4 }; float nomodelvertex3f[6*3] = { -16, 0, 0, 16, 0, 0, 0, -16, 0, 0, 16, 0, 0, 0, -16, 0, 0, 16 }; float nomodelcolor4f[6*4] = { 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f }; void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; float f1, f2, *c; float color4f[6*4]; // this is only called once per entity so numsurfaces is always 1, and // surfacelist is always {0}, so this code does not handle batches R_Mesh_Matrix(&ent->matrix); if (ent->flags & EF_ADDITIVE) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } else if (ent->alpha < 1) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back); R_Mesh_VertexPointer(nomodelvertex3f, 0, 0); if (r_refdef.fogenabled) { vec3_t org; memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); R_Mesh_ColorPointer(color4f, 0, 0); Matrix4x4_OriginFromMatrix(&ent->matrix, org); f1 = FogPoint_World(org); f2 = 1 - f1; for (i = 0, c = color4f;i < 6;i++, c += 4) { c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2); c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2); c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2); c[3] *= ent->alpha; } } else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); R_Mesh_ColorPointer(color4f, 0, 0); for (i = 0, c = color4f;i < 6;i++, c += 4) c[3] *= ent->alpha; } else R_Mesh_ColorPointer(nomodelcolor4f, 0, 0); R_Mesh_ResetTextureState(); R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0); } void R_DrawNoModel(entity_render_t *ent) { vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); //else // R_DrawNoModelCallback(ent, 0); } void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width) { vec3_t right1, right2, diff, normal; VectorSubtract (org2, org1, normal); // calculate 'right' vector for start VectorSubtract (r_view.origin, org1, diff); CrossProduct (normal, diff, right1); VectorNormalize (right1); // calculate 'right' vector for end VectorSubtract (r_view.origin, org2, diff); CrossProduct (normal, diff, right2); VectorNormalize (right2); vert[ 0] = org1[0] + width * right1[0]; vert[ 1] = org1[1] + width * right1[1]; vert[ 2] = org1[2] + width * right1[2]; vert[ 3] = org1[0] - width * right1[0]; vert[ 4] = org1[1] - width * right1[1]; vert[ 5] = org1[2] - width * right1[2]; vert[ 6] = org2[0] - width * right2[0]; vert[ 7] = org2[1] - width * right2[1]; vert[ 8] = org2[2] - width * right2[2]; vert[ 9] = org2[0] + width * right2[0]; vert[10] = org2[1] + width * right2[1]; vert[11] = org2[2] + width * right2[2]; } float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; 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) { float fog = 1.0f; float vertex3f[12]; if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag? fog = FogPoint_World(origin); R_Mesh_Matrix(&identitymatrix); GL_BlendFunc(blendfunc1, blendfunc2); if(v_flipped_state) { scalex1 = -scalex1; scalex2 = -scalex2; GL_CullFace(r_view.cullface_front); } else GL_CullFace(r_view.cullface_back); GL_DepthMask(false); GL_DepthRange(0, depthshort ? 0.0625 : 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!depthdisable); vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2; vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2; vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2; vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2; vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2; vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2; vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1; vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_Mesh_TexBind(0, R_GetTexture(texture)); R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0); // FIXME: fixed function path can't properly handle r_view.colorscale > 1 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) { R_Mesh_TexBind(0, R_GetTexture(fogtexture)); GL_BlendFunc(blendfunc1, GL_ONE); fog = 1 - fog; GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); } } int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z) { int i; float *vertex3f; float v[3]; VectorSet(v, x, y, z); for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3) if (VectorDistance2(v, vertex3f) < mesh->epsilon2) break; if (i == mesh->numvertices) { if (mesh->numvertices < mesh->maxvertices) { VectorCopy(v, vertex3f); mesh->numvertices++; } return mesh->numvertices; } else return i; } void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) { int i; int *e, element[3]; element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3; element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3; e = mesh->element3i + mesh->numtriangles * 3; for (i = 0;i < numvertices - 2;i++, vertex3f += 3) { element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]); if (mesh->numtriangles < mesh->maxtriangles) { *e++ = element[0]; *e++ = element[1]; *e++ = element[2]; mesh->numtriangles++; } element[1] = element[2]; } } void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d) { int i; int *e, element[3]; element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3; element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3; e = mesh->element3i + mesh->numtriangles * 3; for (i = 0;i < numvertices - 2;i++, vertex3d += 3) { element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]); if (mesh->numtriangles < mesh->maxtriangles) { *e++ = element[0]; *e++ = element[1]; *e++ = element[2]; mesh->numtriangles++; } element[1] = element[2]; } } #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0) void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes) { int planenum, planenum2; int w; int tempnumpoints; mplane_t *plane, *plane2; double maxdist; double temppoints[2][256*3]; // figure out how large a bounding box we need to properly compute this brush maxdist = 0; for (w = 0;w < numplanes;w++) maxdist = max(maxdist, planes[w].dist); // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0; for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++) { w = 0; tempnumpoints = 4; PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist); for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++) { if (planenum2 == planenum) continue; 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); w = !w; } if (tempnumpoints < 3) continue; // generate elements forming a triangle fan for this polygon R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]); } } 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) { texturelayer_t *layer; layer = t->currentlayers + t->currentnumlayers++; layer->type = type; layer->depthmask = depthmask; layer->blendfunc1 = blendfunc1; layer->blendfunc2 = blendfunc2; layer->texture = texture; layer->texmatrix = *matrix; layer->color[0] = r * r_view.colorscale; layer->color[1] = g * r_view.colorscale; layer->color[2] = b * r_view.colorscale; layer->color[3] = a; } static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) { double index, f; index = parms[2] + r_refdef.time * parms[3]; index -= floor(index); switch (func) { default: case Q3WAVEFUNC_NONE: case Q3WAVEFUNC_NOISE: case Q3WAVEFUNC_COUNT: f = 0; break; case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break; case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break; case Q3WAVEFUNC_SAWTOOTH: f = index;break; case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break; case Q3WAVEFUNC_TRIANGLE: index *= 4; f = index - floor(index); if (index < 1) f = f; else if (index < 2) f = 1 - f; else if (index < 3) f = -f; else f = -(1 - f); break; } return (float)(parms[0] + parms[1] * f); } void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { int i; model_t *model = ent->model; float f; float tcmat[12]; q3shaderinfo_layer_tcmod_t *tcmod; // switch to an alternate material if this is a q1bsp animated material { texture_t *texture = t; int s = ent->skinnum; if ((unsigned int)s >= (unsigned int)model->numskins) s = 0; if (model->skinscenes) { if (model->skinscenes[s].framecount > 1) s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else s = model->skinscenes[s].firstframe; } if (s > 0) t = t + s * model->num_surfaces; if (t->animated) { // use an alternate animation if the entity's frame is not 0, // and only if the texture has an alternate animation if (ent->frame2 != 0 && t->anim_total[1]) t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0]; else t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0]; } texture->currentframe = t; } // update currentskinframe to be a qw skin or animation frame if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients) { if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin)) { strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i])); Con_DPrintf("loading skins/%s\n", r_qwskincache[i]); 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); } t->currentskinframe = r_qwskincache_skinframe[i]; if (t->currentskinframe == NULL) t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes]; } else if (t->numskinframes >= 2) t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes]; if (t->backgroundnumskinframes >= 2) t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes]; t->currentmaterialflags = t->basematerialflags; t->currentalpha = ent->alpha; if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer)) { t->currentalpha *= r_wateralpha.value; /* * FIXME what is this supposed to do? // if rendering refraction/reflection, disable transparency if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA))) t->currentmaterialflags |= MATERIALFLAG_WATERSHADER; */ } if(!r_waterstate.enabled) t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION); if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; else if (rsurface.modeltexcoordlightmap2f == NULL) { // pick a model lighting mode if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f)) t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL; else t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT; } if (ent->effects & EF_ADDITIVE) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; else if (t->currentalpha < 1) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; if (ent->effects & EF_DOUBLESIDED) t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE; if (ent->effects & EF_NODEPTHTEST) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; if (ent->flags & RENDER_VIEWMODEL) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; // make sure that the waterscroll matrix is used on water surfaces when // there is no tcmod if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) t->currenttexmatrix = r_waterscrollmatrix; for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++) { matrix4x4_t matrix; switch(tcmod->tcmod) { case Q3TCMOD_COUNT: case Q3TCMOD_NONE: if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) matrix = r_waterscrollmatrix; else matrix = identitymatrix; break; case Q3TCMOD_ENTITYTRANSLATE: // this is used in Q3 to allow the gamecode to control texcoord // scrolling on the entity, which is not supported in darkplaces yet. Matrix4x4_CreateTranslate(&matrix, 0, 0, 0); break; case Q3TCMOD_ROTATE: Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0); Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1); Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0); break; case Q3TCMOD_SCALE: Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1); break; case Q3TCMOD_SCROLL: Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0); break; case Q3TCMOD_STRETCH: f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms); Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f); break; case Q3TCMOD_TRANSFORM: VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0); VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0); VectorSet(tcmat + 6, 0 , 0 , 1); VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0); Matrix4x4_FromArray12FloatGL(&matrix, tcmat); break; case Q3TCMOD_TURBULENT: // this is handled in the RSurf_PrepareVertices function matrix = identitymatrix; break; } // either replace or concatenate the transformation if (i < 1) t->currenttexmatrix = matrix; else { matrix4x4_t temp = t->currenttexmatrix; Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp); } } t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f); t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; t->glosstexture = r_texture_black; t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; t->backgroundglosstexture = r_texture_black; t->specularpower = r_shadow_glossexponent.value; // TODO: store reference values for these in the texture? t->specularscale = 0; if (r_shadow_gloss.integer > 0) { if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss)) { if (r_shadow_glossintensity.value > 0) { t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white; t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white; t->specularscale = r_shadow_glossintensity.value; } } else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0) { t->glosstexture = r_texture_white; t->backgroundglosstexture = r_texture_white; t->specularscale = r_shadow_gloss2intensity.value; } } // lightmaps mode looks bad with dlights using actual texturing, so turn // off the colormap and glossmap, but leave the normalmap on as it still // accurately represents the shading involved if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED)) { t->basetexture = r_texture_white; t->specularscale = 0; } Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha); VectorClear(t->dlightcolor); t->currentnumlayers = 0; if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW)) { if (!(t->currentmaterialflags & MATERIALFLAG_SKY)) { int blendfunc1, blendfunc2, depthmask; if (t->currentmaterialflags & MATERIALFLAG_ADD) { blendfunc1 = GL_SRC_ALPHA; blendfunc2 = GL_ONE; } else if (t->currentmaterialflags & MATERIALFLAG_ALPHA) { blendfunc1 = GL_SRC_ALPHA; blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND) { blendfunc1 = t->customblendfunc[0]; blendfunc2 = t->customblendfunc[1]; } else { blendfunc1 = GL_ONE; blendfunc2 = GL_ZERO; } depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) { rtexture_t *currentbasetexture; int layerflags = 0; if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) layerflags |= TEXTURELAYERFLAG_FOGDARKEN; currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // fullbright is not affected by r_refdef.lightmapintensity R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]); if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) 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]); if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) 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]); } else { vec3_t ambientcolor; float colorscale; // set the color tint used for lights affecting this surface VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]); colorscale = 2; // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmap must be // applied to the color // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright) if (ent->model->type == mod_brushq3) colorscale *= r_refdef.rtlightstylevalue[0]; colorscale *= r_refdef.lightmapintensity; VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor); VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor); // basic lit geometry R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]); // add pants/shirt if needed if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) 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]); if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) 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]); // now add ambient passes if needed if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f)) { R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]); if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) 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]); if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) 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]); } } if (t->currentskinframe->glow != NULL) 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]); if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) { // if this is opaque use alpha blend which will darken the earlier // passes cheaply. // // if this is an alpha blended material, all the earlier passes // were darkened by fog already, so we only need to add the fog // color ontop through the fog mask texture // // if this is an additive blended material, all the earlier passes // were darkened by fog already, and we should not add fog color // (because the background was not darkened, there is no fog color // that was lost behind it). 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_view.colorscale, r_refdef.fogcolor[1] / r_view.colorscale, r_refdef.fogcolor[2] / r_view.colorscale, t->lightmapcolor[3]); } } } } } void R_UpdateAllTextureInfo(entity_render_t *ent) { int i; if (ent->model) for (i = 0;i < ent->model->num_texturesperskin;i++) R_UpdateTextureInfo(ent, ent->model->data_textures + i); } rsurfacestate_t rsurface; void R_Mesh_ResizeArrays(int newvertices) { float *base; if (rsurface.array_size >= newvertices) return; if (rsurface.array_modelvertex3f) Mem_Free(rsurface.array_modelvertex3f); rsurface.array_size = (newvertices + 1023) & ~1023; base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33])); rsurface.array_modelvertex3f = base + rsurface.array_size * 0; rsurface.array_modelsvector3f = base + rsurface.array_size * 3; rsurface.array_modeltvector3f = base + rsurface.array_size * 6; rsurface.array_modelnormal3f = base + rsurface.array_size * 9; rsurface.array_deformedvertex3f = base + rsurface.array_size * 12; rsurface.array_deformedsvector3f = base + rsurface.array_size * 15; rsurface.array_deformedtvector3f = base + rsurface.array_size * 18; rsurface.array_deformednormal3f = base + rsurface.array_size * 21; rsurface.array_texcoord3f = base + rsurface.array_size * 24; rsurface.array_color4f = base + rsurface.array_size * 27; rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31; } void RSurf_CleanUp(void) { CHECKGLERROR if (rsurface.mode == RSURFMODE_GLSL) { qglUseProgramObjectARB(0);CHECKGLERROR } GL_AlphaTest(false); rsurface.mode = RSURFMODE_NONE; rsurface.uselightmaptexture = false; rsurface.texture = NULL; } void RSurf_ActiveWorldEntity(void) { model_t *model = r_refdef.worldmodel; RSurf_CleanUp(); if (rsurface.array_size < model->surfmesh.num_vertices) R_Mesh_ResizeArrays(model->surfmesh.num_vertices); rsurface.matrix = identitymatrix; rsurface.inversematrix = identitymatrix; R_Mesh_Matrix(&identitymatrix); VectorCopy(r_view.origin, rsurface.modelorg); VectorSet(rsurface.modellight_ambient, 0, 0, 0); VectorSet(rsurface.modellight_diffuse, 0, 0, 0); VectorSet(rsurface.modellight_lightdir, 0, 0, 1); VectorSet(rsurface.colormap_pantscolor, 0, 0, 0); VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0); rsurface.frameblend[0].frame = 0; rsurface.frameblend[0].lerp = 1; rsurface.frameblend[1].frame = 0; rsurface.frameblend[1].lerp = 0; rsurface.frameblend[2].frame = 0; rsurface.frameblend[2].lerp = 0; rsurface.frameblend[3].frame = 0; rsurface.frameblend[3].lerp = 0; rsurface.basepolygonfactor = r_refdef.polygonfactor; rsurface.basepolygonoffset = r_refdef.polygonoffset; rsurface.modelvertex3f = model->surfmesh.data_vertex3f; rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; rsurface.modelsvector3f = model->surfmesh.data_svector3f; rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo; rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f; rsurface.modeltvector3f = model->surfmesh.data_tvector3f; rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo; rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f; rsurface.modelnormal3f = model->surfmesh.data_normal3f; rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo; rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo; rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f; rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f; rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo; rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f; rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; rsurface.modelelement3i = model->surfmesh.data_element3i; rsurface.modelelement3i_bufferobject = model->surfmesh.ebo; rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets; rsurface.modelnum_vertices = model->surfmesh.num_vertices; rsurface.modelnum_triangles = model->surfmesh.num_triangles; rsurface.modelsurfaces = model->data_surfaces; rsurface.generatedvertex = false; rsurface.vertex3f = rsurface.modelvertex3f; rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; rsurface.svector3f = rsurface.modelsvector3f; rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; rsurface.tvector3f = rsurface.modeltvector3f; rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; rsurface.normal3f = rsurface.modelnormal3f; rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; } void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) { model_t *model = ent->model; RSurf_CleanUp(); if (rsurface.array_size < model->surfmesh.num_vertices) R_Mesh_ResizeArrays(model->surfmesh.num_vertices); rsurface.matrix = ent->matrix; rsurface.inversematrix = ent->inversematrix; R_Mesh_Matrix(&rsurface.matrix); Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg); rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0]; rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1]; rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2]; rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0]; rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1]; rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2]; VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse); VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir); VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor); VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor); rsurface.frameblend[0] = ent->frameblend[0]; rsurface.frameblend[1] = ent->frameblend[1]; rsurface.frameblend[2] = ent->frameblend[2]; rsurface.frameblend[3] = ent->frameblend[3]; rsurface.basepolygonfactor = r_refdef.polygonfactor; rsurface.basepolygonoffset = r_refdef.polygonoffset; if (ent->model->brush.submodel) { rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value; rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value; } if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0)) { if (wanttangents) { rsurface.modelvertex3f = rsurface.array_modelvertex3f; rsurface.modelsvector3f = rsurface.array_modelsvector3f; rsurface.modeltvector3f = rsurface.array_modeltvector3f; rsurface.modelnormal3f = rsurface.array_modelnormal3f; Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f); } else if (wantnormals) { rsurface.modelvertex3f = rsurface.array_modelvertex3f; rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = rsurface.array_modelnormal3f; Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL); } else { rsurface.modelvertex3f = rsurface.array_modelvertex3f; rsurface.modelsvector3f = NULL; rsurface.modeltvector3f = NULL; rsurface.modelnormal3f = NULL; Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL); } rsurface.modelvertex3f_bufferobject = 0; rsurface.modelvertex3f_bufferoffset = 0; rsurface.modelsvector3f_bufferobject = 0; rsurface.modelsvector3f_bufferoffset = 0; rsurface.modeltvector3f_bufferobject = 0; rsurface.modeltvector3f_bufferoffset = 0; rsurface.modelnormal3f_bufferobject = 0; rsurface.modelnormal3f_bufferoffset = 0; rsurface.generatedvertex = true; } else { rsurface.modelvertex3f = model->surfmesh.data_vertex3f; rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; rsurface.modelsvector3f = model->surfmesh.data_svector3f; rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo; rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f; rsurface.modeltvector3f = model->surfmesh.data_tvector3f; rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo; rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f; rsurface.modelnormal3f = model->surfmesh.data_normal3f; rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo; rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; rsurface.generatedvertex = false; } rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo; rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f; rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f; rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo; rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f; rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo; rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; rsurface.modelelement3i = model->surfmesh.data_element3i; rsurface.modelelement3i_bufferobject = model->surfmesh.ebo; rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets; rsurface.modelnum_vertices = model->surfmesh.num_vertices; rsurface.modelnum_triangles = model->surfmesh.num_triangles; rsurface.modelsurfaces = model->data_surfaces; rsurface.vertex3f = rsurface.modelvertex3f; rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; rsurface.svector3f = rsurface.modelsvector3f; rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; rsurface.tvector3f = rsurface.modeltvector3f; rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; rsurface.normal3f = rsurface.modelnormal3f; rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; } static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}}; void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) { int deformindex; int texturesurfaceindex; int i, j; float amplitude; float animpos; float scale; const float *v1, *in_tc; float *out_tc; float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; float waveparms[4]; q3shaderinfo_deform_t *deform; // 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 if (rsurface.generatedvertex) { if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT) generatenormals = true; for (i = 0;i < Q3MAXDEFORMS;i++) { if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE) { generatetangents = true; generatenormals = true; } if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE) generatenormals = true; } if (generatenormals && !rsurface.modelnormal3f) { rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f; rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0; rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0; Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer); } if (generatetangents && !rsurface.modelsvector3f) { rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f; rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0; rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0; rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f; rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0; rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0; 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); } } rsurface.vertex3f = rsurface.modelvertex3f; rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject; rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset; rsurface.svector3f = rsurface.modelsvector3f; rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject; rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset; rsurface.tvector3f = rsurface.modeltvector3f; rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject; rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset; rsurface.normal3f = rsurface.modelnormal3f; rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject; rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset; // if vertices are deformed (sprite flares and things in maps, possibly // water waves, bulges and other deformations), generate them into // rsurface.deform* arrays from whatever the rsurface.* arrays point to // (may be static model data or generated data for an animated model, or // the previous deform pass) for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++) { switch (deform->deform) { default: case Q3DEFORM_PROJECTIONSHADOW: case Q3DEFORM_TEXT0: case Q3DEFORM_TEXT1: case Q3DEFORM_TEXT2: case Q3DEFORM_TEXT3: case Q3DEFORM_TEXT4: case Q3DEFORM_TEXT5: case Q3DEFORM_TEXT6: case Q3DEFORM_TEXT7: case Q3DEFORM_NONE: break; case Q3DEFORM_AUTOSPRITE: Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); // make deformed versions of only the model vertices used by the specified surfaces for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; // a single autosprite surface can contain multiple sprites... for (j = 0;j < surface->num_vertices - 3;j += 4) { VectorClear(center); for (i = 0;i < 4;i++) VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); VectorScale(center, 0.25f, center); VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward); VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right); VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up); for (i = 0;i < 4;i++) { VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v); VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); } } 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); 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); } rsurface.vertex3f = rsurface.array_deformedvertex3f; rsurface.vertex3f_bufferobject = 0; rsurface.vertex3f_bufferoffset = 0; rsurface.svector3f = rsurface.array_deformedsvector3f; rsurface.svector3f_bufferobject = 0; rsurface.svector3f_bufferoffset = 0; rsurface.tvector3f = rsurface.array_deformedtvector3f; rsurface.tvector3f_bufferobject = 0; rsurface.tvector3f_bufferoffset = 0; rsurface.normal3f = rsurface.array_deformednormal3f; rsurface.normal3f_bufferobject = 0; rsurface.normal3f_bufferoffset = 0; break; case Q3DEFORM_AUTOSPRITE2: Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); // make deformed versions of only the model vertices used by the specified surfaces for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; const float *v1, *v2; vec3_t start, end; float f, l; struct { float length2; const float *v1; const float *v2; } shortest[2]; memset(shortest, 0, sizeof(shortest)); // a single autosprite surface can contain multiple sprites... for (j = 0;j < surface->num_vertices - 3;j += 4) { VectorClear(center); for (i = 0;i < 4;i++) VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center); VectorScale(center, 0.25f, center); // find the two shortest edges, then use them to define the // axis vectors for rotating around the central axis for (i = 0;i < 6;i++) { v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]); v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]); #if 0 Debug_PolygonBegin(NULL, 0, false, 0); Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1); 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); Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1); Debug_PolygonEnd(); #endif l = VectorDistance2(v1, v2); // this length bias tries to make sense of square polygons, assuming they are meant to be upright if (v1[2] != v2[2]) l += (1.0f / 1024.0f); if (shortest[0].length2 > l || i == 0) { shortest[1] = shortest[0]; shortest[0].length2 = l; shortest[0].v1 = v1; shortest[0].v2 = v2; } else if (shortest[1].length2 > l || i == 1) { shortest[1].length2 = l; shortest[1].v1 = v1; shortest[1].v2 = v2; } } VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start); VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end); #if 0 Debug_PolygonBegin(NULL, 0, false, 0); Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1); 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); Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1); Debug_PolygonEnd(); #endif // this calculates the right vector from the shortest edge // and the up vector from the edge midpoints VectorSubtract(shortest[0].v1, shortest[0].v2, right); VectorNormalize(right); VectorSubtract(end, start, up); VectorNormalize(up); // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector) //VectorSubtract(rsurface.modelorg, center, forward); Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward); VectorNegate(forward, forward); VectorReflect(forward, 0, up, forward); VectorNormalize(forward); CrossProduct(up, forward, newright); VectorNormalize(newright); #if 0 Debug_PolygonBegin(NULL, 0, false, 0); 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); Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1); Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); Debug_PolygonEnd(); #endif #if 0 Debug_PolygonBegin(NULL, 0, false, 0); Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1); Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1); Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); Debug_PolygonEnd(); #endif // rotate the quad around the up axis vector, this is made // especially easy by the fact we know the quad is flat, // so we only have to subtract the center position and // measure distance along the right vector, and then // multiply that by the newright vector and add back the // center position // we also need to subtract the old position to undo the // displacement from the center, which we do with a // DotProduct, the subtraction/addition of center is also // optimized into DotProducts here l = DotProduct(right, center); for (i = 0;i < 4;i++) { v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i); f = DotProduct(right, v1) - l; VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); } } 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); 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); } rsurface.vertex3f = rsurface.array_deformedvertex3f; rsurface.vertex3f_bufferobject = 0; rsurface.vertex3f_bufferoffset = 0; rsurface.svector3f = rsurface.array_deformedsvector3f; rsurface.svector3f_bufferobject = 0; rsurface.svector3f_bufferoffset = 0; rsurface.tvector3f = rsurface.array_deformedtvector3f; rsurface.tvector3f_bufferobject = 0; rsurface.tvector3f_bufferoffset = 0; rsurface.normal3f = rsurface.array_deformednormal3f; rsurface.normal3f_bufferobject = 0; rsurface.normal3f_bufferoffset = 0; break; case Q3DEFORM_NORMAL: // deform the normals to make reflections wavey for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_vertices;j++) { float vertex[3]; float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3; VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex); VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal); normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); VectorNormalize(normal); } 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); } rsurface.svector3f = rsurface.array_deformedsvector3f; rsurface.svector3f_bufferobject = 0; rsurface.svector3f_bufferoffset = 0; rsurface.tvector3f = rsurface.array_deformedtvector3f; rsurface.tvector3f_bufferobject = 0; rsurface.tvector3f_bufferoffset = 0; rsurface.normal3f = rsurface.array_deformednormal3f; rsurface.normal3f_bufferobject = 0; rsurface.normal3f_bufferoffset = 0; break; case Q3DEFORM_WAVE: // deform vertex array to make wavey water and flags and such waveparms[0] = deform->waveparms[0]; waveparms[1] = deform->waveparms[1]; waveparms[2] = deform->waveparms[2]; waveparms[3] = deform->waveparms[3]; // this is how a divisor of vertex influence on deformation animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f; scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_vertices;j++) { float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3; VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex); // if the wavefunc depends on time, evaluate it per-vertex if (waveparms[3]) { waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos; scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); } VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex); } } rsurface.vertex3f = rsurface.array_deformedvertex3f; rsurface.vertex3f_bufferobject = 0; rsurface.vertex3f_bufferoffset = 0; break; case Q3DEFORM_BULGE: // deform vertex array to make the surface have moving bulges for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_vertices;j++) { scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1]; VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j)); } } rsurface.vertex3f = rsurface.array_deformedvertex3f; rsurface.vertex3f_bufferobject = 0; rsurface.vertex3f_bufferoffset = 0; break; case Q3DEFORM_MOVE: // deform vertex array scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms); VectorScale(deform->parms, scale, waveparms); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_vertices;j++) VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j)); } rsurface.vertex3f = rsurface.array_deformedvertex3f; rsurface.vertex3f_bufferobject = 0; rsurface.vertex3f_bufferoffset = 0; break; } } // generate texcoords based on the chosen texcoord source switch(rsurface.texture->tcgen.tcgen) { default: case Q3TCGEN_TEXTURE: rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject; rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset; break; case Q3TCGEN_LIGHTMAP: rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f; rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject; rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; break; case Q3TCGEN_VECTOR: for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; 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) { out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms); out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3); } } rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; rsurface.texcoordtexture2f_bufferobject = 0; rsurface.texcoordtexture2f_bufferoffset = 0; break; case Q3TCGEN_ENVIRONMENT: // make environment reflections using a spheremap for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex; const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex; float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex; for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2) { float l, d, eyedir[3]; VectorSubtract(rsurface.modelorg, vertex, eyedir); l = 0.5f / VectorLength(eyedir); d = DotProduct(normal, eyedir)*2; out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l; out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l; } } rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; rsurface.texcoordtexture2f_bufferobject = 0; rsurface.texcoordtexture2f_bufferoffset = 0; break; } // the only tcmod that needs software vertex processing is turbulent, so // check for it here and apply the changes if needed // and we only support that as the first one // (handling a mixture of turbulent and other tcmods would be problematic // without punting it entirely to a software path) if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { amplitude = rsurface.texture->tcmods[0].parms[1]; animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3]; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; 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) { out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2); out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2); } } rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; rsurface.texcoordtexture2f_bufferobject = 0; rsurface.texcoordtexture2f_bufferoffset = 0; } rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f; rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject; rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); } void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist) { int i, j; const msurface_t *surface = texturesurfacelist[0]; const msurface_t *surface2; int firstvertex; int endvertex; int numvertices; int numtriangles; // TODO: lock all array ranges before render, rather than on each surface if (texturenumsurfaces == 1) { GL_LockArrays(surface->num_firstvertex, surface->num_vertices); 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)); } else if (r_batchmode.integer == 2) { #define MAXBATCHTRIANGLES 4096 int batchtriangles = 0; int batchelements[MAXBATCHTRIANGLES*3]; for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; j = i + 1; if (surface->num_triangles > MAXBATCHTRIANGLES) { 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)); continue; } memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); batchtriangles = surface->num_triangles; firstvertex = surface->num_firstvertex; endvertex = surface->num_firstvertex + surface->num_vertices; for (;j < texturenumsurfaces;j++) { surface2 = texturesurfacelist[j]; if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) break; memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); batchtriangles += surface2->num_triangles; firstvertex = min(firstvertex, surface2->num_firstvertex); endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices); } surface2 = texturesurfacelist[j-1]; numvertices = endvertex - firstvertex; R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0); } } else if (r_batchmode.integer == 1) { for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) if (texturesurfacelist[j] != surface2) break; surface2 = texturesurfacelist[j-1]; numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; GL_LockArrays(surface->num_firstvertex, numvertices); R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); } } else { for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; GL_LockArrays(surface->num_firstvertex, surface->num_vertices); 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)); } } } static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit) { int i, planeindex, vertexindex; float d, bestd; vec3_t vert; const float *v; r_waterstate_waterplane_t *p, *bestp; msurface_t *surface; if (r_waterstate.renderingscene) return; for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; if (lightmaptexunit >= 0) R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); // pick the closest matching water plane bestd = 0; bestp = NULL; for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { d = 0; for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3) { Matrix4x4_Transform(&rsurface.matrix, v, vert); d += fabs(PlaneDiff(vert, &p->plane)); } if (bestd > d || !bestp) { bestd = d; bestp = p; } } if (bestp) { if (refractiontexunit >= 0) R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction)); if (reflectiontexunit >= 0) R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection)); } else { if (refractiontexunit >= 0) R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black)); if (reflectiontexunit >= 0) R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black)); } GL_LockArrays(surface->num_firstvertex, surface->num_vertices); 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)); } } static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit) { int i; int j; const msurface_t *surface = texturesurfacelist[0]; const msurface_t *surface2; int firstvertex; int endvertex; int numvertices; int numtriangles; // TODO: lock all array ranges before render, rather than on each surface if (texturenumsurfaces == 1) { R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); 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)); } else if (r_batchmode.integer == 2) { #define MAXBATCHTRIANGLES 4096 int batchtriangles = 0; int batchelements[MAXBATCHTRIANGLES*3]; for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); j = i + 1; if (surface->num_triangles > MAXBATCHTRIANGLES) { 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)); continue; } memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); batchtriangles = surface->num_triangles; firstvertex = surface->num_firstvertex; endvertex = surface->num_firstvertex + surface->num_vertices; for (;j < texturenumsurfaces;j++) { surface2 = texturesurfacelist[j]; if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) break; memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); batchtriangles += surface2->num_triangles; firstvertex = min(firstvertex, surface2->num_firstvertex); endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices); } surface2 = texturesurfacelist[j-1]; numvertices = endvertex - firstvertex; R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0); } } else if (r_batchmode.integer == 1) { #if 0 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name); for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) if (texturesurfacelist[j] != surface2) break; Con_Printf(" %i", j - i); } Con_Printf("\n"); Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name); #endif for (i = 0;i < texturenumsurfaces;i = j) { surface = texturesurfacelist[i]; R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture) break; #if 0 Con_Printf(" %i", j - i); #endif surface2 = texturesurfacelist[j-1]; numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex; numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle; GL_LockArrays(surface->num_firstvertex, numvertices); R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); } #if 0 Con_Printf("\n"); #endif } else { for (i = 0;i < texturenumsurfaces;i++) { surface = texturesurfacelist[i]; R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); if (deluxemaptexunit >= 0) R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); 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)); } } } static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) { int j; int texturesurfaceindex; if (r_showsurfaces.integer == 2) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_triangles;j++) { float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale; GL_Color(f, f, f, 1); 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))); } } } else { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; int k = (int)(((size_t)surface) / sizeof(msurface_t)); GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); 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)); } } } static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist) { int texturesurfaceindex; int i; float f; float *v, *c, *c2; if (rsurface.lightmapcolor4f) { // generate color arrays for the surfaces in this list for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; 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) { f = FogPoint_Model(v); c2[0] = c[0] * f; c2[1] = c[1] * f; c2[2] = c[2] * f; c2[3] = c[3]; } } } else { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; 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) { f = FogPoint_Model(v); c2[0] = f; c2[1] = f; c2[2] = f; c2[3] = 1; } } } rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a) { int texturesurfaceindex; int i; float *c, *c2; if (!rsurface.lightmapcolor4f) return; for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; 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) { c2[0] = c[0] * r; c2[1] = c[1] * g; c2[2] = c[2] * b; c2[3] = c[3] * a; } } rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { // TODO: optimize rsurface.lightmapcolor4f = NULL; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1); } static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { // TODO: optimize applyfog && applycolor case // just apply fog if necessary, and tint the fog color array if necessary rsurface.lightmapcolor4f = NULL; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { int texturesurfaceindex; int i; float *c; // TODO: optimize if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples) { // generate color arrays for the surfaces in this list for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) { if (surface->lightmapinfo->samples) { const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i]; float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); VectorScale(lm, scale, c); if (surface->lightmapinfo->styles[1] != 255) { int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; lm += size3; scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (surface->lightmapinfo->styles[2] != 255) { lm += size3; scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); if (surface->lightmapinfo->styles[3] != 255) { lm += size3; scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); VectorMA(c, scale, lm, c); } } } } else VectorClear(c); c[3] = 1; } } rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } else { rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f; rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject; rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; } if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) { int texturesurfaceindex; int i; float f; float *v, *c, *c2; vec3_t ambientcolor; vec3_t diffusecolor; vec3_t lightdir; // TODO: optimize // model lighting VectorCopy(rsurface.modellight_lightdir, lightdir); f = 0.5f * r_refdef.lightmapintensity; ambientcolor[0] = rsurface.modellight_ambient[0] * r * f; ambientcolor[1] = rsurface.modellight_ambient[1] * g * f; ambientcolor[2] = rsurface.modellight_ambient[2] * b * f; diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f; diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f; diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f; if (VectorLength2(diffusecolor) > 0) { // generate color arrays for the surfaces in this list for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; int numverts = surface->num_vertices; v = rsurface.vertex3f + 3 * surface->num_firstvertex; c2 = rsurface.normal3f + 3 * surface->num_firstvertex; c = rsurface.array_color4f + 4 * surface->num_firstvertex; // q3-style directional shading for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4) { if ((f = DotProduct(c2, lightdir)) > 0) VectorMA(ambientcolor, f, diffusecolor, c); else VectorCopy(ambientcolor, c); c[3] = a; } } r = 1; g = 1; b = 1; a = 1; applycolor = false; rsurface.lightmapcolor4f = rsurface.array_color4f; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } else { r = ambientcolor[0]; g = ambientcolor[1]; b = ambientcolor[2]; rsurface.lightmapcolor4f = NULL; rsurface.lightmapcolor4f_bufferobject = 0; rsurface.lightmapcolor4f_bufferoffset = 0; } if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist); if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a); R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } void RSurf_SetupDepthAndCulling(void) { // submodels are biased to avoid z-fighting with world surfaces that they // may be exactly overlapping (avoids z-fighting artifacts on certain // doors and things in Quake maps) GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset); GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); } static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) { RSurf_SetupDepthAndCulling(); if (rsurface.mode != RSURFMODE_SHOWSURFACES) { rsurface.mode = RSURFMODE_SHOWSURFACES; GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); } RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist); } static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist) { // transparent sky would be ridiculous if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) return; if (rsurface.mode != RSURFMODE_SKY) { if (rsurface.mode == RSURFMODE_GLSL) { qglUseProgramObjectARB(0);CHECKGLERROR } rsurface.mode = RSURFMODE_SKY; } if (skyrendernow) { skyrendernow = false; R_Sky(); // restore entity matrix R_Mesh_Matrix(&rsurface.matrix); } RSurf_SetupDepthAndCulling(); GL_DepthMask(true); // LordHavoc: HalfLife maps have freaky skypolys so don't use // skymasking on them, and Quake3 never did sky masking (unlike // software Quake and software Quake2), so disable the sky masking // in Quake3 maps as it causes problems with q3map2 sky tricks, // and skymasking also looks very bad when noclipping outside the // level, so don't use it then either. if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis) { GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); if (skyrendermasked) { // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw // anything despite that colormask... GL_BlendFunc(GL_ZERO, GL_ONE); } else { // fog sky GL_BlendFunc(GL_ONE, GL_ZERO); } RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); if (skyrendermasked) GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); } } static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist) { if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) return; if (rsurface.mode != RSURFMODE_GLSL) { rsurface.mode = RSURFMODE_GLSL; R_Mesh_ResetTextureState(); GL_Color(1, 1, 1, 1); } R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap)); R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture)); R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture)); R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants)); R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt)); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(NULL, 0, 0); } else if (rsurface.uselightmaptexture) { R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); R_Mesh_ColorPointer(NULL, 0, 0); } else { R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); } R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { // render background GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_AlphaTest(false); GL_Color(1, 1, 1, 1); R_Mesh_ColorPointer(NULL, 0, 0); R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); if (r_glsl_permutation) { RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1); } GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); GL_DepthMask(false); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(NULL, 0, 0); } else if (rsurface.uselightmaptexture) { R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); R_Mesh_ColorPointer(NULL, 0, 0); } else { R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); } R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface } R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); if (!r_glsl_permutation) return; RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); if (r_glsl_permutation->loc_Texture_Refraction >= 0) { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_AlphaTest(false); } if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); else RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); } else { if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); else RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) { } } static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist) { // OpenGL 1.3 path - anything not completely ancient int texturesurfaceindex; qboolean applycolor; qboolean applyfog; rmeshstate_t m; int layerindex; const texturelayer_t *layer; if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { vec4_t layercolor; int layertexrgbscale; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { if (layerindex == 0) GL_AlphaTest(true); else { GL_AlphaTest(false); qglDepthFunc(GL_EQUAL);CHECKGLERROR } } GL_DepthMask(layer->depthmask); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) { layertexrgbscale = 4; VectorScale(layer->color, 0.25f, layercolor); } else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) { layertexrgbscale = 2; VectorScale(layer->color, 0.5f, layercolor); } else { layertexrgbscale = 1; VectorScale(layer->color, 1.0f, layercolor); } layercolor[3] = layer->color[3]; applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; R_Mesh_ColorPointer(NULL, 0, 0); applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; m.tex[1] = R_GetTexture(layer->texture); m.texmatrix[1] = layer->texmatrix; m.texrgbscale[1] = layertexrgbscale; m.pointer_texcoord[1] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; case TEXTURELAYERTYPE_TEXTURE: memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); break; case TEXTURELAYERTYPE_FOG: memset(&m, 0, sizeof(m)); m.texrgbscale[0] = layertexrgbscale; if (layer->texture) { m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; } R_Mesh_TextureState(&m); // generate a color array for the fog pass R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; float f, *v, *c; const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; 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) { f = 1 - FogPoint_Model(v); c[0] = layercolor[0]; c[1] = layercolor[1]; c[2] = layercolor[2]; c[3] = f * layercolor[3]; } } RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); break; default: Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } GL_LockArrays(0, 0); } CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR GL_AlphaTest(false); } } static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist) { // OpenGL 1.1 - crusty old voodoo path int texturesurfaceindex; qboolean applyfog; rmeshstate_t m; int layerindex; const texturelayer_t *layer; if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { if (layerindex == 0) GL_AlphaTest(true); else { GL_AlphaTest(false); qglDepthFunc(GL_EQUAL);CHECKGLERROR } } GL_DepthMask(layer->depthmask); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); R_Mesh_ColorPointer(NULL, 0, 0); applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE: if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO) { // two-pass lit texture with 2x rgbscale // first the lightmap pass memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_TextureState(&m); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); GL_LockArrays(0, 0); // then apply the texture to it GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); 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); } else { // single pass vertex-lighting-only texture with 1x rgbscale and transparency support memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) 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); else 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); } break; case TEXTURELAYERTYPE_TEXTURE: // singletexture unlit texture with transparency support memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); 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); break; case TEXTURELAYERTYPE_FOG: // singletexture fogging R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); if (layer->texture) { memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_texcoord[0] = rsurface.texcoordtexture2f; m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); } else R_Mesh_ResetTextureState(); // generate a color array for the fog pass for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; float f, *v, *c; const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; 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) { f = 1 - FogPoint_Model(v); c[0] = layer->color[0]; c[1] = layer->color[1]; c[2] = layer->color[2]; c[3] = f * layer->color[3]; } } RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); break; default: Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } GL_LockArrays(0, 0); } CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { qglDepthFunc(GL_LEQUAL);CHECKGLERROR GL_AlphaTest(false); } } static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly) { if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; rsurface.rtlight = NULL; CHECKGLERROR if (depthonly) { if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) return; if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) return; if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; if (r_depthfirst.integer == 3) { int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces); if (!r_view.showdebug) GL_Color(0, 0, 0, 1); else GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1); } else { GL_ColorMask(0,0,0,0); GL_Color(1,1,1,1); } RSurf_SetupDepthAndCulling(); GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); } else if (r_depthfirst.integer == 3) return; else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer)) { GL_Color(0, 0, 0, 1); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } else if (r_showsurfaces.integer) { if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; RSurf_SetupDepthAndCulling(); GL_DepthTest(true); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(writedepth); GL_Color(1,1,1,1); GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist); } else if (gl_lightmaps.integer) { rmeshstate_t m; if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_DepthTest(true); GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(writedepth); GL_Color(1,1,1,1); GL_AlphaTest(false); R_Mesh_ColorPointer(NULL, 0, 0); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_TextureState(&m); RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); else if (rsurface.texture->currentnumlayers) { // write depth for anything we skipped on the depth-only pass earlier if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) writedepth = true; RSurf_SetupDepthAndCulling(); GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); if (r_glsl.integer && gl_support_fragment_shader) R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist); else if (gl_combine.integer && r_textureunits.integer >= 2) R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist); else R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist); } CHECKGLERROR GL_LockArrays(0, 0); } static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i, j; int texturenumsurfaces, endsurface; texture_t *texture; msurface_t *surface; msurface_t *texturesurfacelist[1024]; // if the model is static it doesn't matter what value we give for // wantnormals and wanttangents, so this logic uses only rules applicable // to a model, knowing that they are meaningless otherwise if (ent == r_refdef.worldentity) RSurf_ActiveWorldEntity(); else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) RSurf_ActiveModelEntity(ent, false, false); else RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader); for (i = 0;i < numsurfaces;i = j) { j = i + 1; surface = rsurface.modelsurfaces + surfacelist[i]; texture = surface->texture; R_UpdateTextureInfo(ent, texture); rsurface.texture = texture->currentframe; rsurface.uselightmaptexture = surface->lightmaptexture != NULL; // scan ahead until we find a different texture endsurface = min(i + 1024, numsurfaces); texturenumsurfaces = 0; texturesurfacelist[texturenumsurfaces++] = surface; for (;j < endsurface;j++) { surface = rsurface.modelsurfaces + surfacelist[j]; if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL)) break; texturesurfacelist[texturenumsurfaces++] = surface; } // render the range of surfaces R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false); } RSurf_CleanUp(); } void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes) { int i, j; vec3_t tempcenter, center; texture_t *texture; // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one if (addwaterplanes) { for (i = 0;i < numsurfaces;i++) if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)) R_Water_AddWaterPlane(surfacelist[i]); return; } // break the surface list down into batches by texture and use of lightmapping for (i = 0;i < numsurfaces;i = j) { j = i + 1; // texture is the base texture pointer, rsurface.texture is the // current frame/skin the texture is directing us to use (for example // if a model has 2 skins and it is on skin 1, then skin 0 tells us to // use skin 1 instead) texture = surfacelist[i]->texture; rsurface.texture = texture->currentframe; rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; if (!(rsurface.texture->currentmaterialflags & flagsmask)) { // if this texture is not the kind we want, skip ahead to the next one for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) ; continue; } if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) { // transparent surfaces get pushed off into the transparent queue const msurface_t *surface = surfacelist[i]; if (depthonly) continue; tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); } else { // simply scan ahead until we find a different texture or lightmap state for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) ; // render the range of surfaces R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly); } } } float locboxvertex3f[6*4*3] = { 1,0,1, 1,0,0, 1,1,0, 1,1,1, 0,1,1, 0,1,0, 0,0,0, 0,0,1, 1,1,1, 1,1,0, 0,1,0, 0,1,1, 0,0,1, 0,0,0, 1,0,0, 1,0,1, 0,0,1, 1,0,1, 1,1,1, 0,1,1, 1,0,0, 0,0,0, 0,1,0, 1,1,0 }; int locboxelement3i[6*2*3] = { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9,10, 8,10,11, 12,13,14, 12,14,15, 16,17,18, 16,18,19, 20,21,22, 20,22,23 }; void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i, j; cl_locnode_t *loc = (cl_locnode_t *)ent; vec3_t mins, size; float vertex3f[6*4*3]; CHECKGLERROR GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); GL_CullFace(GL_NONE); R_Mesh_Matrix(&identitymatrix); R_Mesh_VertexPointer(vertex3f, 0, 0); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); i = surfacelist[0]; GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale, ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale, ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale, surfacelist[0] < 0 ? 0.5f : 0.125f); if (VectorCompare(loc->mins, loc->maxs)) { VectorSet(size, 2, 2, 2); VectorMA(loc->mins, -0.5f, size, mins); } else { VectorCopy(loc->mins, mins); VectorSubtract(loc->maxs, loc->mins, size); } for (i = 0;i < 6*4*3;) for (j = 0;j < 3;j++, i++) vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i]; R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0); } void R_DrawLocs(void) { int index; cl_locnode_t *loc, *nearestloc; vec3_t center; nearestloc = CL_Locs_FindNearest(cl.movement_origin); for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++) { VectorLerp(loc->mins, 0.5f, loc->maxs, center); R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL); } } void R_DrawDebugModel(entity_render_t *ent) { int i, j, k, l, flagsmask; const int *elements; q3mbrush_t *brush; msurface_t *surface; model_t *model = ent->model; vec3_t v; flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL; R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); GL_DepthRange(0, 1); GL_DepthTest(!r_showdisabledepthtest.integer); GL_DepthMask(false); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes) { GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value); for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) { if (brush->colbrushf && brush->colbrushf->numtriangles) { R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0); GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value); R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0); } } for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) { if (surface->num_collisiontriangles) { R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0); GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value); R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0); } } } GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); if (r_showtris.integer || r_shownormals.integer) { if (r_showdisabledepthtest.integer) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) continue; rsurface.texture = surface->texture->currentframe; if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) { RSurf_PrepareVerticesForBatch(true, true, 1, &surface); if (r_showtris.value > 0) { if (!rsurface.texture->currentlayers->depthmask) GL_Color(r_view.colorscale, 0, 0, r_showtris.value); else if (ent == r_refdef.worldentity) GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value); else GL_Color(0, r_view.colorscale, 0, r_showtris.value); elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); CHECKGLERROR qglBegin(GL_LINES); for (k = 0;k < surface->num_triangles;k++, elements += 3) { #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2]) GLVERTEXELEMENT(0);GLVERTEXELEMENT(1); GLVERTEXELEMENT(1);GLVERTEXELEMENT(2); GLVERTEXELEMENT(2);GLVERTEXELEMENT(0); } qglEnd(); CHECKGLERROR } if (r_shownormals.value > 0) { qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); GL_Color(r_view.colorscale, 0, 0, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v); GL_Color(r_view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); GL_Color(0, r_view.colorscale, 0, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v); GL_Color(r_view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); GL_Color(0, 0, r_view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v); GL_Color(r_view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR } } } rsurface.texture = NULL; } } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug) { int i, j, endj, f, flagsmask; msurface_t *surface; texture_t *t; model_t *model = r_refdef.worldmodel; const int maxsurfacelist = 1024; int numsurfacelist = 0; msurface_t *surfacelist[1024]; if (model == NULL) return; RSurf_ActiveWorldEntity(); // update light styles on this submodel if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) { model_brush_lightstyleinfo_t *style; for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) { if (style->value != r_refdef.lightstylevalue[style->style]) { msurface_t *surfaces = model->data_surfaces; int *list = style->surfacelist; style->value = r_refdef.lightstylevalue[style->style]; for (j = 0;j < style->numsurfaces;j++) surfaces[list[j]].cached_dlight = true; } } } R_UpdateAllTextureInfo(r_refdef.worldentity); flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); if (debug) { R_DrawDebugModel(r_refdef.worldentity); return; } f = 0; t = NULL; rsurface.uselightmaptexture = false; rsurface.texture = NULL; numsurfacelist = 0; j = model->firstmodelsurface; endj = j + model->nummodelsurfaces; while (j < endj) { // quickly skip over non-visible surfaces for (;j < endj && !r_viewcache.world_surfacevisible[j];j++) ; // quickly iterate over visible surfaces for (;j < endj && r_viewcache.world_surfacevisible[j];j++) { // process this surface surface = model->data_surfaces + j; // if this surface fits the criteria, add it to the list if (surface->num_triangles) { // if lightmap parameters changed, rebuild lightmap texture if (surface->cached_dlight) R_BuildLightMap(r_refdef.worldentity, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; r_refdef.stats.world_triangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { r_refdef.stats.world_surfaces += numsurfacelist; R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); numsurfacelist = 0; } } } } r_refdef.stats.world_surfaces += numsurfacelist; if (numsurfacelist) R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); RSurf_CleanUp(); } void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug) { int i, j, f, flagsmask; msurface_t *surface, *endsurface; texture_t *t; model_t *model = ent->model; const int maxsurfacelist = 1024; int numsurfacelist = 0; msurface_t *surfacelist[1024]; if (model == NULL) return; // if the model is static it doesn't matter what value we give for // wantnormals and wanttangents, so this logic uses only rules applicable // to a model, knowing that they are meaningless otherwise if (ent == r_refdef.worldentity) RSurf_ActiveWorldEntity(); else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) RSurf_ActiveModelEntity(ent, false, false); else RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly); // update light styles if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0) { model_brush_lightstyleinfo_t *style; for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++) { if (style->value != r_refdef.lightstylevalue[style->style]) { msurface_t *surfaces = model->data_surfaces; int *list = style->surfacelist; style->value = r_refdef.lightstylevalue[style->style]; for (j = 0;j < style->numsurfaces;j++) surfaces[list[j]].cached_dlight = true; } } } R_UpdateAllTextureInfo(ent); flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); if (debug) { R_DrawDebugModel(ent); return; } f = 0; t = NULL; rsurface.uselightmaptexture = false; rsurface.texture = NULL; numsurfacelist = 0; surface = model->data_surfaces + model->firstmodelsurface; endsurface = surface + model->nummodelsurfaces; for (;surface < endsurface;surface++) { // if this surface fits the criteria, add it to the list if (surface->num_triangles) { // if lightmap parameters changed, rebuild lightmap texture if (surface->cached_dlight) R_BuildLightMap(ent, surface); // add face to draw list surfacelist[numsurfacelist++] = surface; r_refdef.stats.entities_triangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { r_refdef.stats.entities_surfaces += numsurfacelist; R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); numsurfacelist = 0; } } } r_refdef.stats.entities_surfaces += numsurfacelist; if (numsurfacelist) R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); RSurf_CleanUp(); }