/* 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 "r_shadow.h" #include "polygon.h" mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; // used for dlight push checking and other things int r_framecount; mplane_t frustum[5]; renderstats_t renderstats; // true during envmap command capture qboolean envmap; // maximum visible distance (recalculated from world box each frame) float r_farclip; // brightness of world lightmaps and related lighting // (often reduced when world rtlights are enabled) float r_lightmapintensity; // whether to draw world lights realtime, dlights realtime, and their shadows qboolean r_rtworld; qboolean r_rtworldshadows; qboolean r_rtdlight; qboolean r_rtdlightshadows; // view origin vec3_t r_vieworigin; vec3_t r_viewforward; vec3_t r_viewleft; vec3_t r_viewright; vec3_t r_viewup; int r_view_x; int r_view_y; int r_view_z; int r_view_width; int r_view_height; int r_view_depth; matrix4x4_t r_view_matrix; float r_polygonfactor; float r_polygonoffset; float r_shadowpolygonfactor; float r_shadowpolygonoffset; // // screen size info // refdef_t r_refdef; cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" }; cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"}; 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\n"}; 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_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"}; cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"}; 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 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 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 = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"}; cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; cvar_t r_glsl_usehalffloat = {0, "r_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"}; cvar_t r_glsl_surfacenormalize = {0, "r_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"}; cvar_t r_glsl_deluxemapping = {0, "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_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_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_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"}; 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_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"}; 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)"}; // used for testing renderer code changes, otherwise does nothing rtexture_t *r_bloom_texture_screen; rtexture_t *r_bloom_texture_bloom; rtexture_t *r_texture_blanknormalmap; rtexture_t *r_texture_white; 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; // information about each possible shader permutation r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT]; // currently selected permutation r_glsl_permutation_t *r_glsl_permutation; 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; } } vec3_t fogcolor; vec_t fogdensity; vec_t fogrange; vec_t fograngerecip; int fogtableindex; vec_t fogtabledistmultiplier; float fogtable[FOGTABLEWIDTH]; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; void R_UpdateFog(void) { if (gamemode == GAME_NEHAHRA) { if (gl_fogenable.integer) { oldgl_fogenable = true; fog_density = gl_fogdensity.value; fog_red = gl_fogred.value; fog_green = gl_foggreen.value; fog_blue = gl_fogblue.value; } else if (oldgl_fogenable) { oldgl_fogenable = false; fog_density = 0; fog_red = 0; fog_green = 0; fog_blue = 0; } } if (fog_density) { fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f); fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f); fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f); } if (fog_density) { fogenabled = true; fogdensity = -4000.0f / (fog_density * fog_density); // 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) fogrange = 400 / fog_density; fograngerecip = 1.0f / fogrange; fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip; // fog color was already set } else fogenabled = false; } // 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"); } fog_density = fog_red = fog_green = fog_blue = 0.0f; } // FIXME: move this to client? void FOG_registercvars(void) { int x; double r, alpha; 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); } r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH); for (x = 0;x < FOGTABLEWIDTH;x++) { alpha = exp(r / ((double)x*(double)x)); if (x == FOGTABLEWIDTH - 1) alpha = 1; fogtable[x] = bound(0, alpha, 1); } } static void R_BuildBlankTextures(void) { unsigned char data[4]; data[0] = 128; // normal X data[1] = 128; // normal Y data[2] = 255; // normal Z data[3] = 128; // height r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, 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_RGBA, TEXF_PRECACHE, 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_RGBA, TEXF_PRECACHE, 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_RGBA, TEXF_MIPMAP, NULL); } static void R_BuildWhiteCube(void) { unsigned char data[6*1*1*4]; data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, 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][0] = 128.0f + intensity * v[0]; data[side][y][x][1] = 128.0f + intensity * v[1]; data[side][y][x][2] = 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_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); } static void R_BuildFogTexture(void) { int x, b; double r, alpha; #define FOGWIDTH 64 unsigned char data1[FOGWIDTH][4]; unsigned char data2[FOGWIDTH][4]; r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH); for (x = 0;x < FOGWIDTH;x++) { alpha = exp(r / ((double)x*(double)x)); if (x == FOGWIDTH - 1) alpha = 1; b = (int)(256.0 * alpha); b = bound(0, b, 255); data1[x][0] = 255 - b; data1[x][1] = 255 - b; data1[x][2] = 255 - b; data1[x][3] = 255; data2[x][0] = b; data2[x][1] = b; data2[x][2] = b; data2[x][3] = 255; } r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, 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" "// use half floats if available for math performance\n" "#ifdef GEFORCEFX\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" "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" "varying vec2 TexCoordLightmap;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" "varying myhvec3 CubeVector;\n" "#endif\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n" "varying vec3 LightVector;\n" "#endif\n" "\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" "varying vec3 EyeVector;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" "varying myhvec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" "varying myhvec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "varying myhvec3 VectorR; // direction of R texcoord (surface normal)\n" "#endif\n" "\n" "\n" "\n" "\n" "// vertex shader specific:\n" "#ifdef VERTEX_SHADER\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" "uniform vec3 LightPosition;\n" "#endif\n" "\n" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" "uniform vec3 EyePosition;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTDIRECTION\n" "uniform myhvec3 LightDir;\n" "#endif\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" " // copy the surface texcoord\n" " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" "#endif\n" " gl_FrontColor = gl_Color;\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" "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n" " // transform unnormalized eye direction into tangent space\n" " vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n" " EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n" " EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n" " EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n" "#endif\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" " // transform vertex to camera space, using ftransform to match non-VS\n" " // rendering\n" " gl_Position = ftransform();\n" "}\n" "\n" "#endif\n" "\n" "\n" "\n" "\n" "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" "uniform myhvec3 LightColor;\n" "#ifdef USEOFFSETMAPPING\n" "uniform myhalf OffsetMapping_Scale;\n" "uniform myhalf OffsetMapping_Bias;\n" "#endif\n" "\n" "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTION) || defined(USEOFFSETMAPPING)\n" "uniform sampler2D Texture_Normal;\n" "#endif\n" "\n" "#ifdef MODE_LIGHTDIRECTION\n" "uniform myhvec3 AmbientColor;\n" "uniform myhvec3 DiffuseColor;\n" "uniform myhvec3 SpecularColor;\n" "#endif\n" "\n" "uniform sampler2D Texture_Color;\n" "\n" "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" "uniform sampler2D Texture_Lightmap;\n" "#endif\n" "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" "uniform sampler2D Texture_Deluxemap;\n" "#endif\n" "\n" "#ifdef USEGLOW\n" "uniform sampler2D Texture_Glow;\n" "#endif\n" "\n" "#ifdef USECOLORMAPPING\n" "uniform sampler2D Texture_Pants;\n" "uniform sampler2D Texture_Shirt;\n" "uniform myhvec3 Color_Pants;\n" "uniform myhvec3 Color_Shirt;\n" "#endif\n" "\n" "uniform myhalf AmbientScale;\n" "uniform myhalf DiffuseScale;\n" "#ifdef USESPECULAR\n" "uniform myhalf SpecularScale;\n" "uniform myhalf SpecularPower;\n" "uniform sampler2D Texture_Gloss;\n" "#endif\n" "\n" "#ifdef USECUBEFILTER\n" "uniform samplerCube Texture_Cube;\n" "#endif\n" "\n" "#ifdef USEFOG\n" "uniform myhvec3 FogColor;\n" "uniform myhalf FogRangeRecip;\n" "uniform sampler2D Texture_FogMask;\n" "#endif\n" "\n" "#ifdef USEEASTEREGG\n" "void main(void)\n" "{\n" " gl_FragColor = myhvec4(0, 0, 0, 1);;\n" " int i;\n" " float o;\n" " vec2 p = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n" " vec2 c = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n" " for (i = 0;i < 1000 && dot(p,p) < 4.0;i = i + 1)\n" " {\n" " o = p.x * p.x - p.y * p.y;\n" " p.y = 2.0 * p.x * p.y;\n" " p.x = o;\n" " p += c;\n" " }\n" " o = float(i) * 0.314;\n" " if (i < 1000)\n" " gl_FragColor = vec4(cos(o), sin(o), sin(o * 0.2), 1);\n" "}\n" "#else // USEEASTEREGG\n" "\n" "\n" "\n" "void main(void)\n" "{\n" " // apply offsetmapping\n" "#ifdef USEOFFSETMAPPING\n" " myhvec2 TexCoordOffset = TexCoord;\n" "#define TexCoord TexCoordOffset\n" "\n" " myhvec3 eyedir = myhvec3(normalize(EyeVector));\n" " myhalf depthbias = 1.0 - eyedir.z; // should this be a -?\n" " depthbias = 1.0 - depthbias * depthbias;\n" "\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" " // 14 sample relief mapping: linear search and then binary search\n" " myhvec3 OffsetVector = myhvec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * myhvec2(-0.1, 0.1), -0.1);\n" " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n" " TexCoord = RT.xy;\n" "#else\n" " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" " myhvec2 OffsetVector = myhvec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * myhvec2(-0.333, 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" "#endif\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" " // get the surface normal and light normal\n" "#ifdef SURFACENORMALIZE\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" "#else\n" " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" "#endif\n" " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" "\n" " // calculate directional shading\n" " color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" "#ifdef USESPECULAR\n" " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" "#endif\n" "\n" "#ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" "#endif\n" "\n" " // apply light color\n" " color.rgb = color.rgb * LightColor;\n" "\n" " // apply attenuation\n" " //\n" " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n" " // center and sharp falloff at the edge, this is about the most efficient\n" " // we can get away with as far as providing illumination.\n" " //\n" " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" " // provide significant illumination, large = slow = pain.\n" " color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" "\n" "\n" "\n" "\n" "#elif defined(MODE_LIGHTDIRECTION)\n" " // directional model lighting\n" "\n" " // get the surface normal and light normal\n" "#ifdef SURFACENORMALIZE\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" "#else\n" " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" "#endif\n" " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n" "\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n" "#ifdef USESPECULAR\n" " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n" " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" "#endif\n" "\n" "\n" "\n" "\n" "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE)\n" " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" " // get the surface normal and light normal\n" "#ifdef SURFACENORMALIZE\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" "#else\n" " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" "#endif\n" " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n" " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n" "\n" " // calculate directional shading\n" " myhvec3 tempcolor = color.rgb * (DiffuseScale * max(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(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" "#endif\n" "\n" " // apply lightmap color\n" " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n" "\n" "\n" "\n" "\n" "#elif defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" " // deluxemap lightmapping using light vectors in tangentspace\n" "\n" " // get the surface normal and light normal\n" "#ifdef SURFACENORMALIZE\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n" "#else\n" " myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n" " myhvec3 diffusenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap));\n" "#endif\n" "\n" " // calculate directional shading\n" " myhvec3 tempcolor = color.rgb * (DiffuseScale * max(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(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" "#endif\n" "\n" " // apply lightmap color\n" " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n" "\n" "\n" "\n" "\n" "#else // MODE none (lightmap)\n" " // apply lightmap color\n" " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n" "#endif // MODE\n" "\n" "#ifdef USEGLOW\n" " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord));\n" "#endif\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" " myhalf fog = texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0.0)).x;\n" " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n" "#endif\n" "\n" " gl_FragColor = color * gl_Color;\n" "}\n" "#endif // !USEEASTEREGG\n" "\n" "#endif\n" ; void R_GLSL_CompilePermutation(int permutation) { r_glsl_permutation_t *p = r_glsl_permutations + permutation; int vertstrings_count; int fragstrings_count; char *shaderstring; const char *vertstrings_list[SHADERPERMUTATION_COUNT+1]; const char *fragstrings_list[SHADERPERMUTATION_COUNT+1]; char permutationname[256]; if (p->compiled) return; p->compiled = true; vertstrings_list[0] = "#define VERTEX_SHADER\n"; fragstrings_list[0] = "#define FRAGMENT_SHADER\n"; vertstrings_count = 1; fragstrings_count = 1; permutationname[0] = 0; if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) { vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTSOURCE\n"; fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTSOURCE\n"; strlcat(permutationname, " lightsource", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE) { vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"; fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"; strlcat(permutationname, " lightdirectionmap_modelspace", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) { vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"; fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"; strlcat(permutationname, " lightdirectionmap_tangentspace", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) { vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTION\n"; fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTION\n"; strlcat(permutationname, " lightdirection", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_GLOW) { vertstrings_list[vertstrings_count++] = "#define USEGLOW\n"; fragstrings_list[fragstrings_count++] = "#define USEGLOW\n"; strlcat(permutationname, " glow", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_COLORMAPPING) { vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n"; fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n"; strlcat(permutationname, " colormapping", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_SPECULAR) { vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n"; fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n"; strlcat(permutationname, " specular", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_FOG) { vertstrings_list[vertstrings_count++] = "#define USEFOG\n"; fragstrings_list[fragstrings_count++] = "#define USEFOG\n"; strlcat(permutationname, " fog", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_CUBEFILTER) { vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n"; fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n"; strlcat(permutationname, " cubefilter", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_OFFSETMAPPING) { vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n"; fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n"; strlcat(permutationname, " offsetmapping", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) { vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n"; fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n"; strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_SURFACENORMALIZE) { vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n"; fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n"; strlcat(permutationname, " surfacenormalize", sizeof(permutationname)); } if (permutation & SHADERPERMUTATION_GEFORCEFX) { vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n"; fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n"; strlcat(permutationname, " halffloat", sizeof(permutationname)); } shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL); if (shaderstring) { Con_DPrintf("GLSL shader text loaded from disk\n"); vertstrings_list[vertstrings_count++] = shaderstring; fragstrings_list[fragstrings_count++] = shaderstring; } else { vertstrings_list[vertstrings_count++] = builtinshaderstring; fragstrings_list[fragstrings_count++] = builtinshaderstring; } p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); if (p->program) { CHECKGLERROR qglUseProgramObjectARB(p->program); 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_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_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_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale"); 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"); 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); qglUseProgramObjectARB(0); CHECKGLERROR } else Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl"); if (shaderstring) Mem_Free(shaderstring); } void R_GLSL_Restart_f(void) { int i; for (i = 0;i < SHADERPERMUTATION_COUNT;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_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting) { // 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 int permutation = 0; float specularscale = texture->specularscale; r_glsl_permutation = NULL; if (r_shadow_rtlight) { permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE; specularscale *= r_shadow_rtlight->specularscale; if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; } else { if (modellighting) permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) { if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; else permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; } else if (r_glsl_deluxemapping.integer >= 2) // fake mode permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; if (texture->skin.glow) permutation |= SHADERPERMUTATION_GLOW; } if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; if (fogenabled) permutation |= SHADERPERMUTATION_FOG; if (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_surfacenormalize.integer) permutation |= SHADERPERMUTATION_SURFACENORMALIZE; if (r_glsl_usehalffloat.integer) permutation |= SHADERPERMUTATION_GEFORCEFX; if (!r_glsl_permutations[permutation].program) { if (!r_glsl_permutations[permutation].compiled) R_GLSL_CompilePermutation(permutation); if (!r_glsl_permutations[permutation].program) { // remove features until we find a valid permutation int i; for (i = SHADERPERMUTATION_COUNT-1;;i>>=1) { // 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(permutation); if (r_glsl_permutations[permutation].program) break; if (!i) return; // utterly failed } } } r_glsl_permutation = r_glsl_permutations + permutation; CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR R_Mesh_TexMatrix(0, &texture->currenttexmatrix); if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) { R_Mesh_TexMatrix(3, &r_shadow_entitytolight); //if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap)); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]); 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, r_shadow_rtlight->ambientscale); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale); } else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) { if (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, 1, 1, 1); if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, 0, 0, 0); if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, 0, 0, 0); if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, 0, 0, -1); } else { if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, ent->modellight_ambient[0], ent->modellight_ambient[1], ent->modellight_ambient[2]); if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, ent->modellight_diffuse[0], ent->modellight_diffuse[1], ent->modellight_diffuse[2]); if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, ent->modellight_diffuse[0] * texture->specularscale, ent->modellight_diffuse[1] * texture->specularscale, ent->modellight_diffuse[2] * texture->specularscale); if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, ent->modellight_lightdir[0], ent->modellight_lightdir[1], ent->modellight_lightdir[2]); } } else { if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f); if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f); } if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap)); if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture)); if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture)); if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants)); if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt)); if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow)); if (r_glsl_permutation->loc_FogColor >= 0) { // additive passes are only darkened by fog, not tinted if (r_shadow_rtlight || (texture->currentmaterialflags & MATERIALFLAG_ADD)) qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); else qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]); } if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, modelorg[0], modelorg[1], modelorg[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) { if (texture->skin.pants) qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); } if (r_glsl_permutation->loc_Color_Shirt >= 0) { if (texture->skin.shirt) qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->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, fograngerecip); if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); CHECKGLERROR } void gl_main_start(void) { // use half float math where available (speed gain on NVIDIA GFFX and GF6) if (gl_support_half_float) Cvar_SetValue("r_glsl_usehalffloat", 1); r_main_texturepool = R_AllocTexturePool(); r_bloom_texture_screen = NULL; r_bloom_texture_bloom = NULL; R_BuildBlankTextures(); R_BuildNoTexture(); if (gl_texturecubemap) { R_BuildWhiteCube(); R_BuildNormalizationCube(); } R_BuildFogTexture(); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } void gl_main_shutdown(void) { R_FreeTexturePool(&r_main_texturepool); r_bloom_texture_screen = NULL; r_bloom_texture_bloom = NULL; r_texture_blanknormalmap = NULL; r_texture_white = NULL; r_texture_black = NULL; r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; 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]; r_framecount = 1; if (cl.worldmodel) { strlcpy(entname, cl.worldmodel->name, sizeof(entname)); l = (int)strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { strcpy(entname + l, ".ent"); 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\n"); FOG_registercvars(); // FIXME: move this fog stuff to client? Cvar_RegisterVariable(&r_nearclip); 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_drawentities); 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_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_usehalffloat); Cvar_RegisterVariable(&r_glsl_surfacenormalize); Cvar_RegisterVariable(&r_glsl_deluxemapping); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_bloom); Cvar_RegisterVariable(&r_bloom_intensity); Cvar_RegisterVariable(&r_bloom_blur); Cvar_RegisterVariable(&r_bloom_resolution); Cvar_RegisterVariable(&r_bloom_power); Cvar_RegisterVariable(&r_smoothnormals_areaweighting); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); Cvar_RegisterVariable(&r_test); 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); } static vec3_t r_farclip_origin; static vec3_t r_farclip_direction; static vec_t r_farclip_directiondist; static vec_t r_farclip_meshfarclip; static int r_farclip_directionbit0; static int r_farclip_directionbit1; static int r_farclip_directionbit2; // enlarge farclip to accomodate box static void R_FarClip_Box(vec3_t mins, vec3_t maxs) { float d; d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1] + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2]; if (r_farclip_meshfarclip < d) r_farclip_meshfarclip = d; } // return farclip value static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) { int i; VectorCopy(origin, r_farclip_origin); VectorCopy(direction, r_farclip_direction); r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); r_farclip_directionbit0 = r_farclip_direction[0] < 0; r_farclip_directionbit1 = r_farclip_direction[1] < 0; r_farclip_directionbit2 = r_farclip_direction[2] < 0; r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; if (r_refdef.worldmodel) R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); for (i = 0;i < r_refdef.numentities;i++) R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs); return r_farclip_meshfarclip - r_farclip_directiondist; } 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_Crosshairs_Init(void); extern void R_Light_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(); R_MeshQueue_Init(); GL_Main_Init(); GL_Draw_Init(); R_Shadow_Init(); R_Sky_Init(); GL_Surf_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); Sbar_Init(); R_LightningBeams_Init(); Mod_RenderInit(); } /* =============== GL_Init =============== */ extern char *ENGINE_EXTENSIONS; void GL_Init (void) { VID_CheckExtensions(); // LordHavoc: report supported extensions Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions ); // clear to black (loading plaque will be seen over this) qglClearColor(0,0,0,1); qglClear(GL_COLOR_BUFFER_BIT); } int R_CullBox(const vec3_t mins, const vec3_t maxs) { int i; mplane_t *p; for (i = 0;i < 4;i++) { p = 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; } //================================================================================== static void R_UpdateEntityLighting(entity_render_t *ent) { vec3_t tempdiffusenormal; VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f)); VectorClear(ent->modellight_diffuse); VectorClear(ent->modellight_lightdir); if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint) r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); else // highly rare VectorSet(ent->modellight_ambient, 1, 1, 1); Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); VectorNormalize(ent->modellight_lightdir); ent->modellight_ambient[0] *= ent->colormod[0] * r_lightmapintensity; ent->modellight_ambient[1] *= ent->colormod[1] * r_lightmapintensity; ent->modellight_ambient[2] *= ent->colormod[2] * r_lightmapintensity; ent->modellight_diffuse[0] *= ent->colormod[0] * r_lightmapintensity; ent->modellight_diffuse[1] *= ent->colormod[1] * r_lightmapintensity; ent->modellight_diffuse[2] *= ent->colormod[2] * r_lightmapintensity; } static void R_MarkEntities (void) { int i, renderimask; entity_render_t *ent; if (!r_drawentities.integer) return; r_refdef.worldentity->visframe = r_framecount; renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : 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]; // some of the renderer still relies on origin... Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); // some of the renderer still relies on scale... ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs))) { ent->visframe = r_framecount; R_UpdateEntityLighting(ent); } } } else { // no worldmodel or it can't check visibility for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; // some of the renderer still relies on origin... Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); // some of the renderer still relies on scale... ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST)) { ent->visframe = r_framecount; R_UpdateEntityLighting(ent); } } } } // 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++) { ent = r_refdef.entities[i]; if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) { ent->model->DrawSky(ent); sky = true; } } return sky; } void R_DrawNoModel(entity_render_t *ent); void R_DrawModels(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; if (ent->visframe == r_framecount) { renderstats.entities++; if (ent->model && ent->model->Draw != NULL) ent->model->Draw(ent); else R_DrawNoModel(ent); } } } static void R_SetFrustum(void) { // break apart the view matrix into vectors for various purposes Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); VectorNegate(r_viewleft, r_viewright); #if 0 frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x; frustum[0].normal[1] = 0 - 0; frustum[0].normal[2] = -1 - 0; frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x; frustum[1].normal[1] = 0 + 0; frustum[1].normal[2] = -1 + 0; frustum[2].normal[0] = 0 - 0; frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y; frustum[2].normal[2] = -1 - 0; frustum[3].normal[0] = 0 + 0; frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y; frustum[3].normal[2] = -1 + 0; #endif #if 0 zNear = r_nearclip.value; nudge = 1.0 - 1.0 / (1<<23); frustum[4].normal[0] = 0 - 0; frustum[4].normal[1] = 0 - 0; frustum[4].normal[2] = -1 - -nudge; frustum[4].dist = 0 - -2 * zNear * nudge; frustum[5].normal[0] = 0 + 0; frustum[5].normal[1] = 0 + 0; frustum[5].normal[2] = -1 + -nudge; frustum[5].dist = 0 + -2 * zNear * nudge; #endif #if 0 frustum[0].normal[0] = m[3] - m[0]; frustum[0].normal[1] = m[7] - m[4]; frustum[0].normal[2] = m[11] - m[8]; frustum[0].dist = m[15] - m[12]; frustum[1].normal[0] = m[3] + m[0]; frustum[1].normal[1] = m[7] + m[4]; frustum[1].normal[2] = m[11] + m[8]; frustum[1].dist = m[15] + m[12]; frustum[2].normal[0] = m[3] - m[1]; frustum[2].normal[1] = m[7] - m[5]; frustum[2].normal[2] = m[11] - m[9]; frustum[2].dist = m[15] - m[13]; frustum[3].normal[0] = m[3] + m[1]; frustum[3].normal[1] = m[7] + m[5]; frustum[3].normal[2] = m[11] + m[9]; frustum[3].dist = m[15] + m[13]; frustum[4].normal[0] = m[3] - m[2]; frustum[4].normal[1] = m[7] - m[6]; frustum[4].normal[2] = m[11] - m[10]; frustum[4].dist = m[15] - m[14]; frustum[5].normal[0] = m[3] + m[2]; frustum[5].normal[1] = m[7] + m[6]; frustum[5].normal[2] = m[11] + m[10]; frustum[5].dist = m[15] + m[14]; #endif VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal); VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_x, r_viewleft, frustum[1].normal); VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal); VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_y, r_viewup, frustum[3].normal); VectorCopy(r_viewforward, frustum[4].normal); VectorNormalize(frustum[0].normal); VectorNormalize(frustum[1].normal); VectorNormalize(frustum[2].normal); VectorNormalize(frustum[3].normal); frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value; PlaneClassify(&frustum[0]); PlaneClassify(&frustum[1]); PlaneClassify(&frustum[2]); PlaneClassify(&frustum[3]); PlaneClassify(&frustum[4]); // 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( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2)); //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2)); //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2)); //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2)); //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); //PlaneClassify(&frustum[3]); // nearclip plane //VectorCopy(r_viewforward, frustum[4].normal); //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value; //PlaneClassify(&frustum[4]); } static void R_BlendView(void) { int screenwidth, screenheight; qboolean dobloom; qboolean doblend; rmeshstate_t m; float vertex3f[12]; float texcoord2f[3][8]; // set the (poorly named) screenwidth and screenheight variables to // a power of 2 at least as large as the screen, these will define the // size of the texture to allocate for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); for (screenheight = 1;screenheight < vid.height;screenheight *= 2); doblend = r_refdef.viewblend[3] >= 0.01f; dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512; if (!dobloom && !doblend) return; GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); GL_DepthMask(true); GL_DepthTest(false); R_Mesh_Matrix(&identitymatrix); // vertex coordinates for a quad that covers the screen exactly vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0; vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0; vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0; vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0; if (dobloom) { int bloomwidth, bloomheight, x, dobloomblend, range; float xoffset, yoffset, r; renderstats.bloom++; // allocate textures as needed if (!r_bloom_texture_screen) r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); if (!r_bloom_texture_bloom) r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) bloomwidth = min(r_view_width, r_bloom_resolution.integer); bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width); // set up a texcoord array for the full resolution screen image // (we have to keep this around to copy back during final render) texcoord2f[0][0] = 0; texcoord2f[0][1] = (float)r_view_height / (float)screenheight; texcoord2f[0][2] = (float)r_view_width / (float)screenwidth; texcoord2f[0][3] = (float)r_view_height / (float)screenheight; texcoord2f[0][4] = (float)r_view_width / (float)screenwidth; texcoord2f[0][5] = 0; texcoord2f[0][6] = 0; texcoord2f[0][7] = 0; // set up a texcoord array for the reduced resolution bloom image // (which will be additive blended over the screen image) texcoord2f[1][0] = 0; texcoord2f[1][1] = (float)bloomheight / (float)screenheight; texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth; texcoord2f[1][3] = (float)bloomheight / (float)screenheight; texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth; texcoord2f[1][5] = 0; texcoord2f[1][6] = 0; texcoord2f[1][7] = 0; memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_texcoord[0] = texcoord2f[0]; m.tex[0] = R_GetTexture(r_bloom_texture_screen); R_Mesh_State(&m); // copy view into the full resolution screen image texture GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); renderstats.bloom_copypixels += r_view_width * r_view_height; // now scale it down to the bloom size and raise to a power of itself // to darken it (this leaves the really bright stuff bright, and // everything else becomes very dark) // TODO: optimize with multitexture or GLSL qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1, 1, 1, 1); R_Mesh_Draw(0, 4, 2, polygonelements); renderstats.bloom_drawpixels += bloomwidth * bloomheight; // render multiple times with a multiply blendfunc to raise to a power GL_BlendFunc(GL_DST_COLOR, GL_ZERO); for (x = 1;x < r_bloom_power.integer;x++) { R_Mesh_Draw(0, 4, 2, polygonelements); renderstats.bloom_drawpixels += bloomwidth * bloomheight; } // we now have a darkened bloom image in the framebuffer, copy it into // the bloom image texture for more processing memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_bloom); m.pointer_texcoord[0] = texcoord2f[2]; R_Mesh_State(&m); GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); renderstats.bloom_copypixels += bloomwidth * bloomheight; // blend on at multiple vertical offsets to achieve a vertical blur // TODO: do offset blends using GLSL range = r_bloom_blur.integer * bloomwidth / 320; GL_BlendFunc(GL_ONE, GL_ZERO); for (x = -range;x <= range;x++) { xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; // compute a texcoord array with the specified x and y offset texcoord2f[2][0] = xoffset+0; texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; texcoord2f[2][5] = yoffset+0; texcoord2f[2][6] = xoffset+0; texcoord2f[2][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 = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); if (r < 0.01f) continue; GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 2, polygonelements); renderstats.bloom_drawpixels += bloomwidth * bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); renderstats.bloom_copypixels += bloomwidth * bloomheight; // blend the vertically blurred image at multiple offsets horizontally // to finish the blur effect // TODO: do offset blends using GLSL range = r_bloom_blur.integer * bloomwidth / 320; GL_BlendFunc(GL_ONE, GL_ZERO); for (x = -range;x <= range;x++) { xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight; // compute a texcoord array with the specified x and y offset texcoord2f[2][0] = xoffset+0; texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight; texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth; texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight; texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth; texcoord2f[2][5] = yoffset+0; texcoord2f[2][6] = xoffset+0; texcoord2f[2][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 = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); if (r < 0.01f) continue; GL_Color(r, r, r, 1); R_Mesh_Draw(0, 4, 2, polygonelements); renderstats.bloom_drawpixels += bloomwidth * bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the blurred bloom view to a texture GL_ActiveTexture(0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight); renderstats.bloom_copypixels += bloomwidth * bloomheight; // go back to full view area qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height); // put the original screen image back in place and blend the bloom // texture on it memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_screen); m.pointer_texcoord[0] = texcoord2f[0]; #if 0 dobloomblend = false; #else // do both in one pass if possible if (r_textureunits.integer >= 2 && gl_combine.integer) { dobloomblend = false; m.texcombinergb[1] = GL_ADD; m.tex[1] = R_GetTexture(r_bloom_texture_bloom); m.pointer_texcoord[1] = texcoord2f[1]; } else dobloomblend = true; #endif R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1,1,1,1); R_Mesh_Draw(0, 4, 2, polygonelements); renderstats.bloom_drawpixels += r_view_width * r_view_height; // now blend on the bloom texture if multipass if (dobloomblend) { memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.tex[0] = R_GetTexture(r_bloom_texture_bloom); m.pointer_texcoord[0] = texcoord2f[1]; R_Mesh_State(&m); GL_BlendFunc(GL_ONE, GL_ONE); GL_Color(1,1,1,1); R_Mesh_Draw(0, 4, 2, polygonelements); renderstats.bloom_drawpixels += r_view_width * r_view_height; } } if (doblend) { // apply a color tint to the whole view memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); 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); } } void R_RenderScene(void); matrix4x4_t r_waterscrollmatrix; /* ================ R_RenderView ================ */ void R_RenderView(void) { if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); r_view_width = bound(0, r_refdef.width, vid.width); r_view_height = bound(0, r_refdef.height, vid.height); r_view_depth = 1; r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); r_view_z = 0; r_view_matrix = r_refdef.viewentitymatrix; GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); r_rtworld = r_shadow_realtime_world.integer; r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; r_polygonfactor = 0; r_polygonoffset = 0; r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value; r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value; if (r_showsurfaces.integer) { r_rtworld = false; r_rtworldshadows = false; r_rtdlight = false; r_rtdlightshadows = false; r_lightmapintensity = 0; } // 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); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); GL_ScissorTest(true); GL_DepthMask(true); R_ClearScreen(); R_Textures_Frame(); R_UpdateFog(); if (r_timereport_active) R_TimeReport("setup"); qglDepthFunc(GL_LEQUAL); qglPolygonOffset(r_polygonfactor, r_polygonoffset); qglEnable(GL_POLYGON_OFFSET_FILL); R_RenderScene(); qglPolygonOffset(r_polygonfactor, r_polygonoffset); qglDisable(GL_POLYGON_OFFSET_FILL); R_BlendView(); if (r_timereport_active) R_TimeReport("blendview"); GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); } //[515]: csqc void CSQC_R_ClearScreen (void) { if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); r_view_width = bound(0, r_refdef.width, vid.width); r_view_height = bound(0, r_refdef.height, vid.height); r_view_depth = 1; r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); r_view_z = 0; r_view_matrix = r_refdef.viewentitymatrix; GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); r_rtworld = r_shadow_realtime_world.integer; r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; r_polygonfactor = 0; r_polygonoffset = 0; r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value; r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value; if (r_showsurfaces.integer) { r_rtworld = false; r_rtworldshadows = false; r_rtdlight = false; r_rtdlightshadows = false; r_lightmapintensity = 0; } // 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); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); GL_ScissorTest(true); GL_DepthMask(true); R_ClearScreen(); R_Textures_Frame(); R_UpdateFog(); if (r_timereport_active) R_TimeReport("setup"); } //[515]: csqc void CSQC_R_RenderScene (void) { qglDepthFunc(GL_LEQUAL); qglPolygonOffset(r_polygonfactor, r_polygonoffset); qglEnable(GL_POLYGON_OFFSET_FILL); R_RenderScene(); qglPolygonOffset(r_polygonfactor, r_polygonoffset); qglDisable(GL_POLYGON_OFFSET_FILL); R_BlendView(); if (r_timereport_active) R_TimeReport("blendview"); GL_Scissor(0, 0, vid.width, vid.height); GL_ScissorTest(false); } extern void R_DrawLightningBeams (void); extern void VM_AddPolygonsToMeshQueue (void); void R_RenderScene(void) { float nearclip; // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); r_framecount++; if (gl_support_fragment_shader) qglUseProgramObjectARB(0); R_MeshQueue_BeginScene(); R_SetFrustum(); r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; nearclip = bound (0.001f, r_nearclip.value, r_farclip - 1.0f); if (r_rtworldshadows || r_rtdlightshadows) GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, nearclip); else GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, nearclip, r_farclip); GL_SetupView_Orientation_FromEntity(&r_view_matrix); 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); R_SkyStartFrame(); R_WorldVisibility(); if (r_timereport_active) R_TimeReport("worldvis"); R_MarkEntities(); if (r_timereport_active) R_TimeReport("markentity"); R_Shadow_UpdateWorldLightSelection(); 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_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 (); 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_DrawParticles(); if (r_timereport_active) R_TimeReport("particles"); R_DrawExplosions(); if (r_timereport_active) R_TimeReport("explosions"); } R_MeshQueue_RenderTransparent(); if (r_timereport_active) R_TimeReport("drawtrans"); if (cl.csqc_vidvars.drawworld) { R_DrawCoronas(); if (r_timereport_active) R_TimeReport("coronas"); } if(cl.csqc_vidvars.drawcrosshair) { R_DrawWorldCrosshair(); if (r_timereport_active) R_TimeReport("crosshair"); } VM_AddPolygonsToMeshQueue(); R_MeshQueue_Render(); R_MeshQueue_EndScene(); // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); if (gl_support_fragment_shader) qglUseProgramObjectARB(0); } /* void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; rmeshstate_t m; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); R_Mesh_Matrix(&identitymatrix); 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(color, 8, cr, cg, cb, ca); if (fogenabled) { for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin)); f1 = 1 - f2; c[0] = c[0] * f1 + fogcolor[0] * f2; c[1] = c[1] * f1 + fogcolor[1] * f2; c[2] = c[2] * f1 + fogcolor[2] * f2; } } memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_color = color; R_Mesh_State(&m); R_Mesh_Draw(8, 12); } */ 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, int surfacenumber, const rtlight_t *rtlight) { int i; float f1, f2, *c; float color4f[6*4]; rmeshstate_t m; R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); m.pointer_vertex = nomodelvertex3f; 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_DepthTest(!(ent->effects & EF_NODEPTHTEST)); if (fogenabled) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); m.pointer_color = color4f; f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin)); f1 = 1 - f2; for (i = 0, c = color4f;i < 6;i++, c += 4) { c[0] = (c[0] * f1 + fogcolor[0] * f2); c[1] = (c[1] * f1 + fogcolor[1] * f2); c[2] = (c[2] * f1 + fogcolor[2] * f2); c[3] *= ent->alpha; } } else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); m.pointer_color = color4f; for (i = 0, c = color4f;i < 6;i++, c += 4) c[3] *= ent->alpha; } else m.pointer_color = nomodelcolor4f; R_Mesh_State(&m); R_Mesh_Draw(0, 6, 8, nomodelelements); } void R_DrawNoModel(entity_render_t *ent) { //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_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_vieworigin, org1, diff); CrossProduct (normal, diff, right1); VectorNormalize (right1); // calculate 'right' vector for end VectorSubtract (r_vieworigin, 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, int depthdisable, 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 = 0.0f, ifog; rmeshstate_t m; float vertex3f[12]; if (fogenabled) fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin)); ifog = 1 - fog; R_Mesh_Matrix(&identitymatrix); GL_BlendFunc(blendfunc1, blendfunc2); GL_DepthMask(false); 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; memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture); m.pointer_texcoord[0] = spritetexcoord2f; m.pointer_vertex = vertex3f; R_Mesh_State(&m); GL_Color(cr * ifog, cg * ifog, cb * ifog, ca); R_Mesh_Draw(0, 4, 2, polygonelements); if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) { R_Mesh_TexBind(0, R_GetTexture(fogtexture)); GL_BlendFunc(blendfunc1, GL_ONE); GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca); R_Mesh_Draw(0, 4, 2, polygonelements); } } int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) { int i; float *vertex3f; 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_AddVertex3f(mesh, vertex3f);vertex3f += 3; element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; e = mesh->element3i + mesh->numtriangles * 3; for (i = 0;i < numvertices - 2;i++, vertex3f += 3) { element[2] = R_Mesh_AddVertex3f(mesh, vertex3f); if (mesh->numtriangles < mesh->maxtriangles) { *e++ = element[0]; *e++ = element[1]; *e++ = element[2]; mesh->numtriangles++; } element[1] = element[2]; } } void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes) { int planenum, planenum2; int w; int tempnumpoints; mplane_t *plane, *plane2; float temppoints[2][256*3]; for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++) { w = 0; tempnumpoints = 4; PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0); for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++) { if (planenum2 == planenum) continue; PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 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_AddPolygon3f(mesh, tempnumpoints, temppoints[w]); } } static void R_DrawCollisionBrush(colbrushf_t *brush) { int i; rmeshstate_t m; memset(&m, 0, sizeof(m)); m.pointer_vertex = brush->points->v; R_Mesh_State(&m); i = (int)(((size_t)brush) / sizeof(colbrushf_t)); GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); GL_LockArrays(0, brush->numpoints); R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); GL_LockArrays(0, 0); } static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface) { int i; rmeshstate_t m; if (!surface->num_collisiontriangles) return; memset(&m, 0, sizeof(m)); m.pointer_vertex = surface->data_collisionvertex3f; R_Mesh_State(&m); i = (int)(((size_t)surface) / sizeof(msurface_t)); GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); GL_LockArrays(0, surface->num_collisionvertices); R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); GL_LockArrays(0, 0); } 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; layer->color[1] = g; layer->color[2] = b; layer->color[3] = a; } void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { // FIXME: identify models using a better check than ent->model->brush.shadowmesh //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; { texture_t *texture = t; model_t *model = ent->model; 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) t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; texture->currentframe = t; } t->currentmaterialflags = t->basematerialflags; t->currentalpha = ent->alpha; if (t->basematerialflags & MATERIALFLAG_WATERALPHA) t->currentalpha *= r_wateralpha.value; if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; if (ent->effects & EF_ADDITIVE) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT; else if (t->currentalpha < 1) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT; if (ent->effects & EF_NODEPTHTEST) t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST; if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) t->currenttexmatrix = r_waterscrollmatrix; else t->currenttexmatrix = identitymatrix; t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f); t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base; t->glosstexture = r_texture_white; t->specularpower = 8; t->specularscale = 0; if (r_shadow_gloss.integer > 0) { if (t->skin.gloss) { if (r_shadow_glossintensity.value > 0) { t->glosstexture = t->skin.gloss; t->specularscale = r_shadow_glossintensity.value; } } else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0) t->specularscale = r_shadow_gloss2intensity.value; } t->currentnumlayers = 0; if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW)) { if (gl_lightmaps.integer) R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &identitymatrix, 1, 1, 1, 1); else if (!(t->currentmaterialflags & MATERIALFLAG_SKY)) { int blendfunc1, blendfunc2, depthmask; if (t->currentmaterialflags & MATERIALFLAG_ADD) { blendfunc1 = GL_SRC_ALPHA; blendfunc2 = GL_ONE; depthmask = false; } else if (t->currentmaterialflags & MATERIALFLAG_ALPHA) { blendfunc1 = GL_SRC_ALPHA; blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; depthmask = false; } else { blendfunc1 = GL_ONE; blendfunc2 = GL_ZERO; depthmask = true; } if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) { rtexture_t *currentbasetexture; int layerflags = 0; if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) layerflags |= TEXTURELAYERFLAG_FOGDARKEN; currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base; if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { // fullbright is not affected by r_lightmapintensity R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha); if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha); if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha); } else { float colorscale; colorscale = 2; // q3bsp has no lightmap updates, so the lightstylevalue that // would normally be baked into the lightmaptexture must be // applied to the color if (ent->model->type == mod_brushq3) colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); colorscale *= r_lightmapintensity; if (r_textureunits.integer >= 2 && gl_combine.integer) R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0) R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha); else R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants) { R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); } if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt) { R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha); if (r_ambient.value >= (1.0f/64.0f)) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); } } if (t->skin.glow != NULL) R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha); if (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_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha); } } } } } void R_UpdateAllTextureInfo(entity_render_t *ent) { int i; if (ent->model) for (i = 0;i < ent->model->num_textures;i++) R_UpdateTextureInfo(ent, ent->model->data_textures + i); } int rsurface_array_size = 0; float *rsurface_array_vertex3f = NULL; float *rsurface_array_svector3f = NULL; float *rsurface_array_tvector3f = NULL; float *rsurface_array_normal3f = NULL; float *rsurface_array_color4f = NULL; float *rsurface_array_texcoord3f = NULL; void R_Mesh_ResizeArrays(int newvertices) { if (rsurface_array_size >= newvertices) return; if (rsurface_array_vertex3f) Mem_Free(rsurface_array_vertex3f); rsurface_array_size = (newvertices + 1023) & ~1023; rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19])); rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3; rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6; rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9; rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12; rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16; } float *rsurface_vertex3f; float *rsurface_svector3f; float *rsurface_tvector3f; float *rsurface_normal3f; float *rsurface_lightmapcolor4f; void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents) { model_t *model = ent->model; if (rsurface_array_size < model->surfmesh.num_vertices) R_Mesh_ResizeArrays(model->surfmesh.num_vertices); if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (model->surfmesh.data_morphvertex3f || model->surfmesh.data_vertexboneweights)) { rsurface_vertex3f = rsurface_array_vertex3f; Mod_Alias_GetMesh_Vertex3f(model, ent->frameblend, rsurface_vertex3f); if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))) { rsurface_svector3f = rsurface_array_svector3f; rsurface_tvector3f = rsurface_array_tvector3f; rsurface_normal3f = rsurface_array_normal3f; Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); } else { rsurface_svector3f = NULL; rsurface_tvector3f = NULL; if (generatenormals) { rsurface_normal3f = rsurface_array_normal3f; Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer); } else rsurface_normal3f = NULL; } } else { rsurface_vertex3f = model->surfmesh.data_vertex3f; rsurface_svector3f = model->surfmesh.data_svector3f; rsurface_tvector3f = model->surfmesh.data_tvector3f; rsurface_normal3f = model->surfmesh.data_normal3f; } if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) { int i, j; float center[3], forward[3], right[3], up[3], v[4][3]; matrix4x4_t matrix1, imatrix1; Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward); Matrix4x4_Transform(&ent->inversematrix, r_viewright, right); Matrix4x4_Transform(&ent->inversematrix, r_viewup, up); // 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); // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out? Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center); Matrix4x4_Invert_Simple(&imatrix1, &matrix1); for (i = 0;i < 4;i++) Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]); if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) { forward[0] = modelorg[0] - center[0]; forward[1] = modelorg[1] - center[1]; forward[2] = 0; VectorNormalize(forward); right[0] = forward[1]; right[1] = -forward[0]; right[2] = 0; VectorSet(up, 0, 0, 1); } for (i = 0;i < 4;i++) VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3); } rsurface_vertex3f = rsurface_array_vertex3f; rsurface_svector3f = rsurface_array_svector3f; rsurface_tvector3f = rsurface_array_tvector3f; rsurface_normal3f = rsurface_array_normal3f; Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer); } R_Mesh_VertexPointer(rsurface_vertex3f); } static void RSurf_Draw(model_t *model, const msurface_t *surface) { GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); GL_LockArrays(0, 0); } static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) { int i; float f; float *v, *c, *c2; model_t *model = ent->model; RSurf_SetVertexPointer(ent, texture, surface, modelorg, lightmode >= 2, false); if (lightmode >= 2) { // model lighting vec3_t ambientcolor; vec3_t diffusecolor; vec3_t lightdir; VectorCopy(ent->modellight_lightdir, lightdir); ambientcolor[0] = ent->modellight_ambient[0] * r * 0.5f; ambientcolor[1] = ent->modellight_ambient[1] * g * 0.5f; ambientcolor[2] = ent->modellight_ambient[2] * b * 0.5f; diffusecolor[0] = ent->modellight_diffuse[0] * r * 0.5f; diffusecolor[1] = ent->modellight_diffuse[1] * g * 0.5f; diffusecolor[2] = ent->modellight_diffuse[2] * b * 0.5f; if (VectorLength2(diffusecolor) > 0) { 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; } else { r = ambientcolor[0]; g = ambientcolor[1]; b = ambientcolor[2]; rsurface_lightmapcolor4f = NULL; } } else if (lightmode >= 1) { if (surface->lightmapinfo && surface->lightmapinfo->stainsamples) { 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 + (model->surfmesh.data_lightmapoffsets + 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); } rsurface_lightmapcolor4f = rsurface_array_color4f; } else rsurface_lightmapcolor4f = model->surfmesh.data_lightmapcolor4f; } else rsurface_lightmapcolor4f = NULL; if (applyfog) { if (rsurface_lightmapcolor4f) { 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 = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg)); c2[0] = c[0] * f; c2[1] = c[1] * f; c2[2] = c[2] * f; c2[3] = c[3]; } } else { 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 = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg)); c2[0] = f; c2[1] = f; c2[2] = f; c2[3] = 1; } } rsurface_lightmapcolor4f = rsurface_array_color4f; } if (applycolor && rsurface_lightmapcolor4f) { 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; } R_Mesh_ColorPointer(rsurface_lightmapcolor4f); GL_Color(r, g, b, a); RSurf_Draw(model, surface); } static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) { int texturesurfaceindex; int lightmode; const msurface_t *surface; model_t *model = ent->model; qboolean applycolor; qboolean applyfog; rmeshstate_t m; if (texture->currentmaterialflags & MATERIALFLAG_NODRAW) return; r_shadow_rtlight = NULL; renderstats.entities_surfaces += texturenumsurfaces; // FIXME: identify models using a better check than model->brush.shadowmesh lightmode = ((ent->effects & EF_FULLBRIGHT) || model->brush.shadowmesh) ? 0 : 2; GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) qglDisable(GL_CULL_FACE); if (texture->currentmaterialflags & MATERIALFLAG_SKY) { // transparent sky would be ridiculous if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) { if (skyrendernow) { skyrendernow = false; R_Sky(); // restore entity matrix R_Mesh_Matrix(&ent->matrix); } GL_DepthMask(true); // LordHavoc: HalfLife maps have freaky skypolys... // LordHavoc: Quake3 never did sky masking (unlike software Quake // and Quake2), so disable the sky masking in Quake3 maps as it // causes problems with q3map2 sky tricks if (!model->brush.ishlbsp && model->type != mod_brushq3) { GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); memset(&m, 0, sizeof(m)); R_Mesh_State(&m); 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); } for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false); RSurf_Draw(model, surface); } if (skyrendermasked) GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); } } } else if (r_glsl.integer && gl_support_fragment_shader) { if (texture->currentmaterialflags & MATERIALFLAG_ADD) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } memset(&m, 0, sizeof(m)); R_Mesh_State(&m); GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha); R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2); if (!r_glsl_permutation) return; if (lightmode == 2) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true); R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); RSurf_Draw(model, surface); } } else { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true); R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f); if (surface->lightmaptexture) { R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture)); R_Mesh_ColorPointer(NULL); } else { R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f); } RSurf_Draw(model, surface); } } qglUseProgramObjectARB(0); } else if (texture->currentnumlayers) { int layerindex; texturelayer_t *layer; for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++) { vec4_t layercolor; int layertexrgbscale; GL_DepthMask(layer->depthmask); GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask)) { layertexrgbscale = 4; VectorScale(layer->color, 0.25f, layercolor); } else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask)) { layertexrgbscale = 2; VectorScale(layer->color, 0.5f, layercolor); } else { layertexrgbscale = 1; VectorScale(layer->color, 1.0f, layercolor); } layercolor[3] = layer->color[3]; GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; switch (layer->type) { case TEXTURELAYERTYPE_LITTEXTURE_COMBINE: memset(&m, 0, sizeof(m)); m.tex[1] = R_GetTexture(layer->texture); m.texmatrix[1] = layer->texmatrix; m.texrgbscale[1] = layertexrgbscale; m.pointer_color = rsurface_array_color4f; R_Mesh_State(&m); if (lightmode == 2) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f); R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f); R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); } } else { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f); R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f); if (surface->lightmaptexture) { R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); } else { R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); } } } break; case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS: memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_color = rsurface_array_color4f; m.texrgbscale[0] = layertexrgbscale; R_Mesh_State(&m); if (lightmode == 2) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f); R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 2, false, false); } } else { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f); if (surface->lightmaptexture) { R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture)); RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 0, false, false); } else { R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 1, false, false); } } } 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_color = rsurface_array_color4f; m.texrgbscale[0] = layertexrgbscale; R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); } break; case TEXTURELAYERTYPE_LITTEXTURE_VERTEX: memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.texrgbscale[0] = layertexrgbscale; m.pointer_color = rsurface_array_color4f; R_Mesh_State(&m); if (lightmode == 2) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); } } else { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); } } break; case TEXTURELAYERTYPE_TEXTURE: memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; m.pointer_color = rsurface_array_color4f; m.texrgbscale[0] = layertexrgbscale; R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); } break; case TEXTURELAYERTYPE_FOG: memset(&m, 0, sizeof(m)); if (layer->texture) { m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; } R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { int i; float f, *v, *c; surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false); if (layer->texture) R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f); R_Mesh_ColorPointer(rsurface_array_color4f); 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 = VERTEXFOGTABLE(VectorDistance(v, modelorg)); c[0] = layercolor[0]; c[1] = layercolor[1]; c[2] = layercolor[2]; c[3] = f * layercolor[3]; } RSurf_Draw(model, surface); } break; default: Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } // if trying to do overbright on first pass of an opaque surface // when combine is not supported, brighten as a post process if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask) { int scale; GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_Color(1, 1, 1, 1); memset(&m, 0, sizeof(m)); R_Mesh_State(&m); for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false); for (scale = 1;scale < layertexrgbscale;scale <<= 1) RSurf_Draw(model, surface); } } } } if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE)) qglEnable(GL_CULL_FACE); } static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight) { const msurface_t *surface = ent->model->data_surfaces + surfacenumber; vec3_t modelorg; texture_t *texture; texture = surface->texture; if (texture->basematerialflags & MATERIALFLAG_SKY) return; // transparent sky is too difficult R_UpdateTextureInfo(ent, texture); R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg); } void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg) { int texturesurfaceindex; const msurface_t *surface; vec3_t tempcenter, center; if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) { // drawing sky transparently would be too difficult if (!(texture->currentmaterialflags & MATERIALFLAG_SKY)) { for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { surface = texturesurfacelist[texturesurfaceindex]; 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(&ent->matrix, tempcenter, center); R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight); } } } else R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg); } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) { int i, j, f, flagsmask; int counttriangles = 0; msurface_t *surface, **surfacechain; texture_t *t, *texture; model_t *model = ent->model; vec3_t modelorg; const int maxsurfacelist = 1024; int numsurfacelist = 0; const msurface_t *surfacelist[1024]; if (model == NULL) return; R_Mesh_Matrix(&ent->matrix); Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg); // update light styles if (!skysurfaces && model->brushq1.light_styleupdatechains) { for (i = 0;i < model->brushq1.light_styles;i++) { if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) { model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; if ((surfacechain = model->brushq1.light_styleupdatechains[i])) for (;(surface = *surfacechain);surfacechain++) surface->cached_dlight = true; } } } R_UpdateAllTextureInfo(ent); flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); f = 0; t = NULL; texture = NULL; numsurfacelist = 0; if (r_showsurfaces.integer) { rmeshstate_t m; GL_DepthTest(true); GL_DepthMask(true); GL_BlendFunc(GL_ONE, GL_ZERO); memset(&m, 0, sizeof(m)); R_Mesh_State(&m); for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j]) continue; texture = surface->texture->currentframe; if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles) { int k = (int)(((size_t)surface) / sizeof(msurface_t)); GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f); RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false); RSurf_Draw(ent->model, surface); renderstats.entities_triangles += surface->num_triangles; } renderstats.entities_surfaces++; } } else if (ent == r_refdef.worldentity) { for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { if (!r_worldsurfacevisible[j]) continue; if (t != surface->texture) { if (numsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); numsurfacelist = 0; } t = surface->texture; texture = t->currentframe; f = texture->currentmaterialflags & flagsmask; } if (f && 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; counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); numsurfacelist = 0; } } } } else { for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { if (t != surface->texture) { if (numsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); numsurfacelist = 0; } t = surface->texture; texture = t->currentframe; f = texture->currentmaterialflags & flagsmask; } if (f && 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; counttriangles += surface->num_triangles; if (numsurfacelist >= maxsurfacelist) { R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); numsurfacelist = 0; } } } } if (numsurfacelist) R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg); renderstats.entities_triangles += counttriangles; if (gl_support_fragment_shader) qglUseProgramObjectARB(0); if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces) { int i; msurface_t *surface; q3mbrush_t *brush; R_Mesh_Matrix(&ent->matrix); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(!r_showdisabledepthtest.integer); qglPolygonOffset(r_polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_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_DrawCollisionBrush(brush->colbrushf); for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) if (surface->num_collisiontriangles) R_DrawCollisionSurface(ent, surface); qglPolygonOffset(r_polygonfactor, r_polygonoffset); } if (r_showtris.integer || r_shownormals.integer) { int k, l; const int *elements; rmeshstate_t m; vec3_t v; GL_DepthTest(true); GL_DepthMask(true); if (r_showdisabledepthtest.integer) qglDepthFunc(GL_ALWAYS); GL_BlendFunc(GL_ONE, GL_ZERO); memset(&m, 0, sizeof(m)); R_Mesh_State(&m); for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j]) continue; texture = surface->texture->currentframe; if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles) { RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, r_shownormals.integer != 0); if (r_showtris.integer) { if (!texture->currentlayers->depthmask) GL_Color(r_showtris.value, 0, 0, 1); else if (ent == r_refdef.worldentity) GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1); else GL_Color(0, r_showtris.value, 0, 1); elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); qglBegin(GL_LINES); for (k = 0;k < surface->num_triangles;k++, elements += 3) { qglArrayElement(elements[0]);qglArrayElement(elements[1]); qglArrayElement(elements[1]);qglArrayElement(elements[2]); qglArrayElement(elements[2]);qglArrayElement(elements[0]); } qglEnd(); } if (r_shownormals.integer) { GL_Color(r_shownormals.value, 0, 0, 1); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface_vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, 8, rsurface_svector3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); GL_Color(0, 0, r_shownormals.value, 1); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface_vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, 8, rsurface_tvector3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); GL_Color(0, r_shownormals.value, 0, 1); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface_vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, 8, rsurface_normal3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); } } } if (r_showdisabledepthtest.integer) qglDepthFunc(GL_LEQUAL); } }