#include "ft2.h"
#include "csprogs.h"
#include "cl_video.h"
-#include "dpsoftrast.h"
#include "cl_collision.h"
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
-
#ifdef WIN32
// Enable NVIDIA High Performance Graphics while using Integrated Graphics.
#ifdef __cplusplus
cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
-cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
+cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
+cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
0
};
-const char *builtinhlslshaderstrings[] =
-{
-#include "shader_hlsl.h"
-0
-};
-
//=======================================================================================================================================================
typedef struct shaderpermutationinfo_s
{"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
{"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
},
- // SHADERLANGUAGE_HLSL
- {
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
- {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
- },
};
struct r_glsl_permutation_s;
CHECKGLERROR
}
-#ifdef SUPPORTD3D
-
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-extern D3DCAPS9 vid_d3d9caps;
-#endif
-
-struct r_hlsl_permutation_s;
-typedef struct r_hlsl_permutation_s
-{
- /// hash lookup data
- struct r_hlsl_permutation_s *hashnext;
- unsigned int mode;
- dpuint64 permutation;
-
- /// indicates if we have tried compiling this permutation already
- qboolean compiled;
- /// NULL if compilation failed
- IDirect3DVertexShader9 *vertexshader;
- IDirect3DPixelShader9 *pixelshader;
-}
-r_hlsl_permutation_t;
-
-typedef enum D3DVSREGISTER_e
-{
- D3DVSREGISTER_TexMatrix = 0, // float4x4
- D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
- D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
- D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
- D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
- D3DVSREGISTER_ModelToLight = 20, // float4x4
- D3DVSREGISTER_EyePosition = 24,
- D3DVSREGISTER_FogPlane = 25,
- D3DVSREGISTER_LightDir = 26,
- D3DVSREGISTER_LightPosition = 27,
-}
-D3DVSREGISTER_t;
-
-typedef enum D3DPSREGISTER_e
-{
- D3DPSREGISTER_Alpha = 0,
- D3DPSREGISTER_BloomBlur_Parameters = 1,
- D3DPSREGISTER_ClientTime = 2,
- D3DPSREGISTER_Color_Ambient = 3,
- D3DPSREGISTER_Color_Diffuse = 4,
- D3DPSREGISTER_Color_Specular = 5,
- D3DPSREGISTER_Color_Glow = 6,
- D3DPSREGISTER_Color_Pants = 7,
- D3DPSREGISTER_Color_Shirt = 8,
- D3DPSREGISTER_DeferredColor_Ambient = 9,
- D3DPSREGISTER_DeferredColor_Diffuse = 10,
- D3DPSREGISTER_DeferredColor_Specular = 11,
- D3DPSREGISTER_DeferredMod_Diffuse = 12,
- D3DPSREGISTER_DeferredMod_Specular = 13,
- D3DPSREGISTER_DistortScaleRefractReflect = 14,
- D3DPSREGISTER_EyePosition = 15, // unused
- D3DPSREGISTER_FogColor = 16,
- D3DPSREGISTER_FogHeightFade = 17,
- D3DPSREGISTER_FogPlane = 18,
- D3DPSREGISTER_FogPlaneViewDist = 19,
- D3DPSREGISTER_FogRangeRecip = 20,
- D3DPSREGISTER_LightColor = 21,
- D3DPSREGISTER_LightDir = 22, // unused
- D3DPSREGISTER_LightPosition = 23,
- D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
- D3DPSREGISTER_PixelSize = 25,
- D3DPSREGISTER_ReflectColor = 26,
- D3DPSREGISTER_ReflectFactor = 27,
- D3DPSREGISTER_ReflectOffset = 28,
- D3DPSREGISTER_RefractColor = 29,
- D3DPSREGISTER_Saturation = 30,
- D3DPSREGISTER_ScreenCenterRefractReflect = 31,
- D3DPSREGISTER_ScreenScaleRefractReflect = 32,
- D3DPSREGISTER_ScreenToDepth = 33,
- D3DPSREGISTER_ShadowMap_Parameters = 34,
- D3DPSREGISTER_ShadowMap_TextureScale = 35,
- D3DPSREGISTER_SpecularPower = 36,
- D3DPSREGISTER_UserVec1 = 37,
- D3DPSREGISTER_UserVec2 = 38,
- D3DPSREGISTER_UserVec3 = 39,
- D3DPSREGISTER_UserVec4 = 40,
- D3DPSREGISTER_ViewTintColor = 41,
- D3DPSREGISTER_PixelToScreenTexCoord = 42,
- D3DPSREGISTER_BloomColorSubtract = 43,
- D3DPSREGISTER_ViewToLight = 44, // float4x4
- D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
- D3DPSREGISTER_NormalmapScrollBlend = 52,
- D3DPSREGISTER_OffsetMapping_LodDistance = 53,
- D3DPSREGISTER_OffsetMapping_Bias = 54,
- // next at 54
-}
-D3DPSREGISTER_t;
-
-/// information about each possible shader permutation
-r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
-/// currently selected permutation
-r_hlsl_permutation_t *r_hlsl_permutation;
-/// storage for permutations linked in the hash table
-memexpandablearray_t r_hlsl_permutationarray;
-
-static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
-{
- //unsigned int hashdepth = 0;
- unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
- r_hlsl_permutation_t *p;
- for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
- {
- if (p->mode == mode && p->permutation == permutation)
- {
- //if (hashdepth > 10)
- // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
- }
- //hashdepth++;
- }
- p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
- p->mode = mode;
- p->permutation = permutation;
- p->hashnext = r_hlsl_permutationhash[mode][hashindex];
- r_hlsl_permutationhash[mode][hashindex] = p;
- //if (hashdepth > 10)
- // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
- return p;
-}
-
-#include <d3dx9.h>
-//#include <d3dx9shader.h>
-//#include <d3dx9mesh.h>
-
-static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
-{
- DWORD *vsbin = NULL;
- DWORD *psbin = NULL;
- fs_offset_t vsbinsize;
- fs_offset_t psbinsize;
-// IDirect3DVertexShader9 *vs = NULL;
-// IDirect3DPixelShader9 *ps = NULL;
- ID3DXBuffer *vslog = NULL;
- ID3DXBuffer *vsbuffer = NULL;
- ID3DXConstantTable *vsconstanttable = NULL;
- ID3DXBuffer *pslog = NULL;
- ID3DXBuffer *psbuffer = NULL;
- ID3DXConstantTable *psconstanttable = NULL;
- int vsresult = 0;
- int psresult = 0;
- char temp[MAX_INPUTLINE];
- const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
- char vabuf[1024];
- qboolean debugshader = gl_paranoid.integer != 0;
- if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
- if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
- if (!debugshader)
- {
- vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
- psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
- }
- if ((!vsbin && vertstring) || (!psbin && fragstring))
- {
- const char* dllnames_d3dx9 [] =
- {
- "d3dx9_43.dll",
- "d3dx9_42.dll",
- "d3dx9_41.dll",
- "d3dx9_40.dll",
- "d3dx9_39.dll",
- "d3dx9_38.dll",
- "d3dx9_37.dll",
- "d3dx9_36.dll",
- "d3dx9_35.dll",
- "d3dx9_34.dll",
- "d3dx9_33.dll",
- "d3dx9_32.dll",
- "d3dx9_31.dll",
- "d3dx9_30.dll",
- "d3dx9_29.dll",
- "d3dx9_28.dll",
- "d3dx9_27.dll",
- "d3dx9_26.dll",
- "d3dx9_25.dll",
- "d3dx9_24.dll",
- NULL
- };
- dllhandle_t d3dx9_dll = NULL;
- HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
- HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
- HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
- dllfunction_t d3dx9_dllfuncs[] =
- {
- {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
- {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
- {"D3DXCompileShader", (void **) &qD3DXCompileShader},
- {NULL, NULL}
- };
- // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
-#ifndef ID3DXBuffer_GetBufferPointer
-#if !defined(__cplusplus) || defined(CINTERFACE)
-#define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
-#define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
-#define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
-#else
-#define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
-#define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
-#define ID3DXBuffer_Release(p) (p)->Release()
-#endif
-#endif
- if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
- {
- DWORD shaderflags = 0;
- if (debugshader)
- shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
- vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
- psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
- if (vertstring && vertstring[0])
- {
- if (debugshader)
- {
- FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
- vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
- }
- else
- vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
- if (vsbuffer)
- {
- vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
- vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
- memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
- ID3DXBuffer_Release(vsbuffer);
- }
- if (vslog)
- {
- strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
- Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
- ID3DXBuffer_Release(vslog);
- }
- }
- if (fragstring && fragstring[0])
- {
- if (debugshader)
- {
- FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
- psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
- }
- else
- psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
- if (psbuffer)
- {
- psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
- psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
- memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
- ID3DXBuffer_Release(psbuffer);
- }
- if (pslog)
- {
- strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
- Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
- ID3DXBuffer_Release(pslog);
- }
- }
- Sys_UnloadLibrary(&d3dx9_dll);
- }
- else
- Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
- }
- if (vsbin && psbin)
- {
- vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
- if (FAILED(vsresult))
- Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
- psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
- if (FAILED(psresult))
- Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
- }
- // free the shader data
- vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
- psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
-}
-
-static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
-{
- int i;
- shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
- int vertstring_length = 0;
- int geomstring_length = 0;
- int fragstring_length = 0;
- char *t;
- char *sourcestring;
- char *vertstring, *geomstring, *fragstring;
- char permutationname[256];
- char cachename[256];
- int vertstrings_count = 0;
- int geomstrings_count = 0;
- int fragstrings_count = 0;
- const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
- const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
- const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
-
- if (p->compiled)
- return;
- p->compiled = true;
- p->vertexshader = NULL;
- p->pixelshader = NULL;
-
- permutationname[0] = 0;
- cachename[0] = 0;
- sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
-
- strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
- strlcat(cachename, "hlsl/", sizeof(cachename));
-
- // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
- vertstrings_count = 0;
- geomstrings_count = 0;
- fragstrings_count = 0;
- vertstrings_list[vertstrings_count++] = "#define HLSL\n";
- geomstrings_list[geomstrings_count++] = "#define HLSL\n";
- fragstrings_list[fragstrings_count++] = "#define HLSL\n";
-
- // the first pretext is which type of shader to compile as
- // (later these will all be bound together as a program object)
- vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
- geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
- fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
-
- // the second pretext is the mode (for example a light source)
- vertstrings_list[vertstrings_count++] = modeinfo->pretext;
- geomstrings_list[geomstrings_count++] = modeinfo->pretext;
- fragstrings_list[fragstrings_count++] = modeinfo->pretext;
- strlcat(permutationname, modeinfo->name, sizeof(permutationname));
- strlcat(cachename, modeinfo->name, sizeof(cachename));
-
- // now add all the permutation pretexts
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- {
- if (permutation & (1ll<<i))
- {
- vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
- geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
- fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
- strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
- strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
- }
- else
- {
- // keep line numbers correct
- vertstrings_list[vertstrings_count++] = "\n";
- geomstrings_list[geomstrings_count++] = "\n";
- fragstrings_list[fragstrings_count++] = "\n";
- }
- }
-
- // add static parms
- R_CompileShader_AddStaticParms(mode, permutation);
- memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- vertstrings_count += shaderstaticparms_count;
- memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- geomstrings_count += shaderstaticparms_count;
- memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
- fragstrings_count += shaderstaticparms_count;
-
- // replace spaces in the cachename with _ characters
- for (i = 0;cachename[i];i++)
- if (cachename[i] == ' ')
- cachename[i] = '_';
-
- // now append the shader text itself
- vertstrings_list[vertstrings_count++] = sourcestring;
- geomstrings_list[geomstrings_count++] = sourcestring;
- fragstrings_list[fragstrings_count++] = sourcestring;
-
- vertstring_length = 0;
- for (i = 0;i < vertstrings_count;i++)
- vertstring_length += (int)strlen(vertstrings_list[i]);
- vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
- for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
- memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
-
- geomstring_length = 0;
- for (i = 0;i < geomstrings_count;i++)
- geomstring_length += (int)strlen(geomstrings_list[i]);
- geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
- for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
- memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
-
- fragstring_length = 0;
- for (i = 0;i < fragstrings_count;i++)
- fragstring_length += (int)strlen(fragstrings_list[i]);
- fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
- for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
- memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
-
- // try to load the cached shader, or generate one
- R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
-
- if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
- Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
- else
- Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
-
- // free the strings
- if (vertstring)
- Mem_Free(vertstring);
- if (geomstring)
- Mem_Free(geomstring);
- if (fragstring)
- Mem_Free(fragstring);
- if (sourcestring)
- Mem_Free(sourcestring);
-}
-
-static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
-static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
-static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
-
-static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
-static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
-static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-
-void R_SetupShader_SetPermutationHLSL(unsigned int mode, dpuint64 permutation)
-{
- r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
- if (r_hlsl_permutation != perm)
- {
- r_hlsl_permutation = perm;
- if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
- {
- if (!r_hlsl_permutation->compiled)
- R_HLSL_CompilePermutation(perm, mode, permutation);
- if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
- {
- // remove features until we find a valid permutation
- int i;
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
- {
- // reduce i more quickly whenever it would not remove any bits
- dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
- if (!(permutation & j))
- continue;
- permutation -= j;
- r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
- if (!r_hlsl_permutation->compiled)
- R_HLSL_CompilePermutation(perm, mode, permutation);
- if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
- break;
- }
- if (i >= SHADERPERMUTATION_COUNT)
- {
- //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
- r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
- return; // no bit left to clear, entire mode is broken
- }
- }
- }
- IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
- IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
- }
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
- hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
-}
-#endif
-
-static void R_SetupShader_SetPermutationSoft(unsigned int mode, dpuint64 permutation)
-{
- DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
- DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
- DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
-}
-
void R_GLSL_Restart_f(void)
{
unsigned int i, limit;
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- {
- r_hlsl_permutation_t *p;
- r_hlsl_permutation = NULL;
- limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
- for (i = 0;i < limit;i++)
- {
- if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
- {
- if (p->vertexshader)
- IDirect3DVertexShader9_Release(p->vertexshader);
- if (p->pixelshader)
- IDirect3DPixelShader9_Release(p->pixelshader);
- Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
- }
- }
- memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
{
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
}
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- break;
- case RENDERPATH_SOFT:
- break;
}
}
}
}
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
+void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
{
dpuint64 permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
permutation |= SHADERPERMUTATION_VIEWTINT;
- if (first)
+ if (t)
permutation |= SHADERPERMUTATION_DIFFUSE;
- if (second)
- permutation |= SHADERPERMUTATION_SPECULAR;
- if (texturemode == GL_MODULATE)
- permutation |= SHADERPERMUTATION_COLORMAPPING;
- else if (texturemode == GL_ADD)
- permutation |= SHADERPERMUTATION_GLOW;
- else if (texturemode == GL_DECAL)
- permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
permutation |= SHADERPERMUTATION_GAMMARAMPS;
if (suppresstexalpha)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- if (!second)
- texturemode = GL_MODULATE;
if (vid.allowalphatocoverage)
GL_AlphaToCoverage(false);
switch (vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , first );
- R_Mesh_TexBind(GL20TU_SECOND, second);
- if (permutation & SHADERPERMUTATION_GAMMARAMPS)
- R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
if (r_glsl_permutation->tex_Texture_First >= 0)
- R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
- if (r_glsl_permutation->tex_Texture_Second >= 0)
- R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
+ R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- R_Mesh_TexBind(0, first );
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexMatrix(0, NULL);
- R_Mesh_TexBind(1, second);
- if (second)
- {
- R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
- R_Mesh_TexMatrix(1, NULL);
- }
- break;
- case RENDERPATH_GL11:
- R_Mesh_TexBind(0, first );
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexMatrix(0, NULL);
- break;
- case RENDERPATH_SOFT:
- R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , first );
- R_Mesh_TexBind(GL20TU_SECOND, second);
- break;
}
}
void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
{
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
+ R_SetupShader_Generic(NULL, usegamma, notrippy, false);
}
void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
GL_AlphaToCoverage(false);
switch (vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
#endif
break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- R_Mesh_TexBind(0, 0);
- R_Mesh_TexBind(1, 0);
- break;
- case RENDERPATH_GL11:
- R_Mesh_TexBind(0, 0);
- break;
- case RENDERPATH_SOFT:
- R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
- break;
}
}
permutation |= SHADERPERMUTATION_FOGALPHAHACK;
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
- R_SetupShader_SetPermutationHLSL(mode, permutation);
- Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
- hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- }
- else
- {
- if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- hlslVSSetParameter3f(D3DVSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
- }
- }
- Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
- Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
- Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
- hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
-
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+ R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+ R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
+ R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
+ R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
+ R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+ R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
+ R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
+ // this has to be after RSurf_PrepareVerticesForBatch
+ if (rsurface.batchskeletaltransform3x4buffer)
+ permutation |= SHADERPERMUTATION_SKELETAL;
+ R_SetupShader_SetPermutationGLSL(mode, permutation);
+#ifndef USE_GLES2 /* FIXME: GLES3 only */
+ if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
+#endif
+ if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
if (mode == SHADERMODE_LIGHTSOURCE)
{
- hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
-
+ if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
+ if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
+
// additive passes are only darkened by fog, not tinted
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
+ if (r_glsl_permutation->loc_FogColor >= 0)
+ qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
}
else
{
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
if (mode == SHADERMODE_FLATCOLOR)
{
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
}
else if (mode == SHADERMODE_LIGHTDIRECTION)
{
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
- hlslPSSetParameter3f(D3DPSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
+ if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
+ if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
}
else
{
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
- }
- // additive passes are only darkened by fog, not tinted
- if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
- hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
- hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
- hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
- hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
- hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, t->reflectmax - t->reflectmin);
- hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, t->reflectmin);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (t->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
- if (mode == SHADERMODE_WATER)
- hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
- }
- if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
- {
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
- }
- else
- {
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
- }
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
- hlslPSSetParameter1f(D3DPSREGISTER_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
- hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- if (t->pantstexture)
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
- if (t->shirttexture)
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
- else
- hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
- hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
- hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
- hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
- hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
- hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
- r_glsl_offsetmapping_scale.value*t->offsetscale,
- max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
- 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
- max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
- );
- hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
- hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, t->offsetbias);
- hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
-
- R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
- R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
- R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
- R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
- if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
- if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
- R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
- R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
- if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- if (rsurfacepass == RSURFPASS_BACKGROUND)
- {
- R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
- if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
- R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
- }
- else
- {
- if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
- }
-// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
- if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
- {
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
- if (rsurface.rtlight)
- {
- if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
- }
- }
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- if (!vid.useinterleavedarrays)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
- R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
- R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
- R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
- R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
- R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
- R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
- }
- else
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
- }
- // this has to be after RSurf_PrepareVerticesForBatch
- if (rsurface.batchskeletaltransform3x4buffer)
- permutation |= SHADERPERMUTATION_SKELETAL;
- R_SetupShader_SetPermutationGLSL(mode, permutation);
-#ifndef USE_GLES2 /* FIXME: GLES3 only */
- if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
-#endif
- if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
- if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
- if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
-
- // additive passes are only darkened by fog, not tinted
- if (r_glsl_permutation->loc_FogColor >= 0)
- qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
- if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
- }
- else
- {
- if (mode == SHADERMODE_FLATCOLOR)
- {
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
- }
- else if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
- if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
- if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
- if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
- if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
- if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
- }
- else
- {
- if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
- if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
- if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
- if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
- if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
+ if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
+ if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
}
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
CHECKGLERROR
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- break;
- case RENDERPATH_SOFT:
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
- R_SetupShader_SetPermutationSoft(mode, permutation);
- {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
- if (mode == SHADERMODE_LIGHTSOURCE)
- {
- {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
-
- // additive passes are only darkened by fog, not tinted
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
- }
- else
- {
- if (mode == SHADERMODE_FLATCOLOR)
- {
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
- }
- else if (mode == SHADERMODE_LIGHTDIRECTION)
- {
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
- }
- else
- {
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
- }
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
- // additive passes are only darkened by fog, not tinted
- if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
- else
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, t->reflectmax - t->reflectmin);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, t->reflectmin);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
- }
- {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
- {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
- {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
- if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
- {
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
- }
- else
- {
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
- }
-
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
- if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
- {
- if (t->pantstexture)
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
- else
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
- }
- if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
- {
- if (t->shirttexture)
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
- else
- DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
- }
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
- r_glsl_offsetmapping_scale.value*t->offsetscale,
- max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
- 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
- max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
- );
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, t->offsetbias);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
- R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
- R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
- R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
- R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
- if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
- if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
- if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
- if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
- if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
- R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
- R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
- if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- if (rsurfacepass == RSURFPASS_BACKGROUND)
- {
- R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
- if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
- R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
- }
- else
- {
- if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
- }
-// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
- if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
- if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
- {
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
- if (rsurface.rtlight)
- {
- if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
- }
- }
- break;
}
}
Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(mode, permutation);
- hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
- hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
- hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
- hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
- hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
- hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
-
- R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
- R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(mode, permutation);
if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- break;
- case RENDERPATH_SOFT:
- R_SetupShader_SetPermutationGLSL(mode, permutation);
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
- DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
- DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
- DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
- DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
- DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
- DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
- R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
- R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
- R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
- R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
- R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
- break;
}
}
void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
{
+ if (s == NULL)
+ return;
if (s->merged == s->base)
s->merged = NULL;
R_PurgeTexture(s->stain); s->stain = NULL;
skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
}
-extern cvar_t gl_picmip;
skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
+{
+ skinframe_t *skinframe;
+
+ if (cls.state == ca_dedicated)
+ return NULL;
+
+ // return an existing skinframe if already loaded
+ // if loading of the first image fails, don't make a new skinframe as it
+ // would cause all future lookups of this to be missing
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false);
+ if (skinframe && skinframe->base)
+ return skinframe;
+
+ return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
+}
+
+extern cvar_t gl_picmip;
+skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
{
int j;
unsigned char *pixels;
unsigned char *basepixels = NULL;
int basepixels_width = 0;
int basepixels_height = 0;
- skinframe_t *skinframe;
rtexture_t *ddsbase = NULL;
qboolean ddshasalpha = false;
float ddsavgcolor[4];
if (cls.state == ca_dedicated)
return NULL;
- // return an existing skinframe if already loaded
- // if loading of the first image fails, don't make a new skinframe as it
- // would cause all future lookups of this to be missing
- skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
- if (skinframe && skinframe->base)
- return skinframe;
-
Image_StripImageExtension(name, basename, sizeof(basename));
// check for DDS texture file first
return NULL;
// if already loaded just return it, otherwise make a new skinframe
- skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height*4) : -1, true);
if (skinframe->base)
return skinframe;
textureflags &= ~TEXF_FORCE_RELOAD;
return NULL;
// if already loaded just return it, otherwise make a new skinframe
- skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
+ skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height) : -1, true);
if (skinframe->base)
return skinframe;
//textureflags &= ~TEXF_FORCE_RELOAD;
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
Cvar_SetValueQuick(&r_textureunits, vid.texunits);
Cvar_SetValueQuick(&gl_combine, 1);
qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
#endif
break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- Cvar_SetValueQuick(&r_textureunits, vid.texunits);
- Cvar_SetValueQuick(&gl_combine, 1);
- Cvar_SetValueQuick(&r_glsl, 0);
- r_loadnormalmap = false;
- r_loadgloss = false;
- r_loadfog = true;
- break;
- case RENDERPATH_GL11:
- Cvar_SetValueQuick(&r_textureunits, vid.texunits);
- Cvar_SetValueQuick(&gl_combine, 0);
- Cvar_SetValueQuick(&r_glsl, 0);
- r_loadnormalmap = false;
- r_loadgloss = false;
- r_loadfog = true;
- break;
}
R_AnimCache_Free();
r_glsl_permutation = NULL;
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
-#ifdef SUPPORTD3D
- r_hlsl_permutation = NULL;
- memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
- Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
-#endif
memset(&r_svbsp, 0, sizeof (r_svbsp));
memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
if (r_maxqueries)
qglDeleteQueriesARB(r_maxqueries, r_queries);
#endif
break;
- case RENDERPATH_D3D9:
- //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- break;
}
r_numqueries = 0;
r_glsl_permutation = NULL;
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
-#ifdef SUPPORTD3D
- r_hlsl_permutation = NULL;
- memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
- Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
-#endif
}
static void gl_main_newmap(void)
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_showspriteedges);
+ Cvar_RegisterVariable(&r_showparticleedges);
Cvar_RegisterVariable(&r_drawportals);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_draw2d);
#endif
// clear to black (loading plaque will be seen over this)
- GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+ GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
}
#endif
ent->animcache_tvector3f = NULL;
ent->animcache_tvector3f_vertexbuffer = NULL;
ent->animcache_tvector3f_bufferoffset = 0;
- ent->animcache_vertexmesh = NULL;
- ent->animcache_vertexmesh_vertexbuffer = NULL;
- ent->animcache_vertexmesh_bufferoffset = 0;
ent->animcache_skeletaltransform3x4 = NULL;
ent->animcache_skeletaltransform3x4buffer = NULL;
ent->animcache_skeletaltransform3x4offset = 0;
}
}
-static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
-{
- int i;
-
- // check if we need the meshbuffers
- if (!vid.useinterleavedarrays)
- return;
-
- if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
- ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
- // TODO: upload vertexbuffer?
- if (ent->animcache_vertexmesh)
- {
- r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
- r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
- r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
- memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
- if (ent->animcache_svector3f)
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
- if (ent->animcache_tvector3f)
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
- if (ent->animcache_normal3f)
- for (i = 0;i < numvertices;i++)
- memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
- }
-}
-
qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
{
dp_model_t *model = ent->model;
ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
}
model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
- R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
r_refdef.stats[r_stat_animcache_shade_count] += 1;
r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
}
model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
- R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
if (wantnormals || wanttangents)
{
r_refdef.stats[r_stat_animcache_shade_count] += 1;
void R_AnimCache_CacheVisibleEntities(void)
{
int i;
- qboolean wantnormals = true;
- qboolean wanttangents = !r_showsurfaces.integer;
-
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_GLES2:
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- wanttangents = false;
- break;
- case RENDERPATH_SOFT:
- break;
- }
-
- if (r_shownormals.integer)
- wanttangents = wantnormals = true;
// TODO: thread this
// NOTE: R_PrepareRTLights() also caches entities
for (i = 0;i < r_refdef.scene.numentities;i++)
if (r_refdef.viewcache.entityvisible[i])
- R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
+ R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
}
//==================================================================================
return true;
// view origin is not used for culling in portal/reflection/refraction renders or isometric views
- if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer)
+ if (!r_refdef.view.usevieworiginculling)
return true;
if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
// flipped x coordinates (because x points left here)
fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
-
- // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
- switch(vid.renderpath)
- {
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- // non-flipped y coordinates
- fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
- fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
- break;
- case RENDERPATH_SOFT:
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
- case RENDERPATH_GLES2:
- // non-flipped y coordinates
- fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
- fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
- break;
- }
+ // non-flipped y coordinates
+ fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
+ fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
}
// we can't trust r_refdef.view.forward and friends in reflected scenes
}
else
{
- VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
- VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
- VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
- VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
- VectorCopy(forward, r_refdef.view.frustum[4].normal);
- r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
- r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
- r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
- r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
- r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
+ VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
+ VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
+ VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
+ VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
+ VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
+ r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
+ r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
+ r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
+ r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
+ r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
}
r_refdef.view.numfrustumplanes = 5;
{
R_Main_ResizeViewCache();
R_View_SetFrustum(myscissor);
- R_View_WorldVisibility(r_refdef.view.useclipplane);
+ R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
R_View_UpdateEntityVisible();
}
{
R_Main_ResizeViewCache();
R_View_SetFrustum(NULL);
- R_View_WorldVisibility(r_refdef.view.useclipplane);
+ R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
R_View_UpdateEntityVisible();
}
plane[1] = r_refdef.view.clipplane.normal[1];
plane[2] = r_refdef.view.clipplane.normal[2];
plane[3] = -dist;
- if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
+ customclipplane = plane;
}
//rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
if (!r_refdef.view.useperspective)
- R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
+ R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
else if (vid.stencil && r_useinfinitefarclip.integer)
R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
else
R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
R_SetViewport(&r_refdef.view.viewport);
- if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
- {
- matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
- float screenplane[4];
- Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
- Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
- Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
- Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
- DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
- }
}
void R_EntityMatrix(const matrix4x4_t *matrix)
CHECKGLERROR
switch(vid.renderpath)
{
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
- hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
-#ifndef USE_GLES2
- qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
-#endif
- break;
- case RENDERPATH_SOFT:
- DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
- DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
- break;
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
R_EntityMatrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_PolygonOffset(0, 0);
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- break;
}
GL_CullFace(GL_NONE);
void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
- DrawQ_Finish();
-
R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
}
void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
- DrawQ_Finish();
-
R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
GL_Color(1, 1, 1, 1);
R_EntityMatrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
switch(vid.renderpath)
{
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
break;
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- break;
}
GL_CullFace(r_refdef.view.cullface_back);
}
static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
{
float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
- switch (vid.renderpath)
- {
- case RENDERPATH_D3D9:
- x1 = (x + 0.5f) * iw;
- x2 = (x + 0.5f + w) * iw;
- y1 = (y + 0.5f) * ih;
- y2 = (y + 0.5f + h) * ih;
- break;
- default:
- x1 = x * iw;
- x2 = (x + w) * iw;
- y1 = (th - y) * ih;
- y2 = (th - y - h) * ih;
- break;
- }
+ x1 = x * iw;
+ x2 = (x + w) * iw;
+ y1 = (th - y) * ih;
+ y2 = (th - y - h) * ih;
texcoord2f[0] = x1;
texcoord2f[2] = x2;
texcoord2f[4] = x2;
if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
return;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- return;
- }
-
// set waterwidth and waterheight to the water resolution that will be
// used (often less than the screen resolution for faster rendering)
waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
}
r_refdef.view.clipplane = p->plane;
+ // reflected view origin may be in solid, so don't cull with it
+ r_refdef.view.usevieworiginculling = false;
// reverse the cullface settings for this render
r_refdef.view.cullface_front = GL_FRONT;
r_refdef.view.cullface_back = GL_BACK;
+ // combined pvs (based on what can be seen from each surface center)
if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
{
r_refdef.view.usecustompvs = true;
}
}
+ // combined pvs (based on what can be seen from each surface center)
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
+ {
+ r_refdef.view.usecustompvs = true;
+ if (p->pvsvalid)
+ memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
+ else
+ memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
+ }
+
r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
r_refdef.view.clipplane = p->plane;
// camera needs no clipplane
r_refdef.view.useclipplane = false;
+ // TODO: is the camera origin always valid? if so we don't need to clear this
+ r_refdef.view.usevieworiginculling = false;
PlaneClassify(&r_refdef.view.clipplane);
}
}
- if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
r_fb.water.renderingscene = false;
r_refdef.view = originalview;
R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
if (!vid.support.ext_framebuffer_object)
return;
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- return; // don't bother
case RENDERPATH_GLES2:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
r_fb.usedepthtextures = false;
break;
- case RENDERPATH_SOFT:
- r_fb.usedepthtextures = true;
- break;
}
if (r_viewscale_fpsscaling.integer)
GL_Color(colorscale, colorscale, colorscale, 1);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
// TODO: do boxfilter scale-down in shader?
- R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true);
+ R_SetupShader_Generic(prev->colortexture[0], false, true, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
// we now have a properly scaled bloom image
x *= 2;
r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
if(x <= 2)
- GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+ GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
GL_Color(1,1,1,1); // no fix factor supported here
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
- R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
+ R_SetupShader_Generic(prev->colortexture[0], false, true, false);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
}
// TODO: do offset blends using GLSL
// TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
+ R_SetupShader_Generic(prev->colortexture[0], false, true, false);
for (x = -range;x <= range;x++)
{
if (!dir){xoffset = 0;yoffset = x;}
R_EntityMatrix(&identitymatrix);
- switch (vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- permutation =
- (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
- | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
- | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
- | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
- | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
+ if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
+ {
+ // declare variables
+ float blur_factor, blur_mouseaccel, blur_velocity;
+ static float blur_average;
+ static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
+
+ // set a goal for the factoring
+ blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
+ / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
+ blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
+ / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
+ blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
+ + (blur_mouseaccel * r_motionblur_mousefactor.value));
+
+ // from the goal, pick an averaged value between goal and last value
+ cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
+ blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
+
+ // enforce minimum amount of blur
+ blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
+
+ //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
+
+ // calculate values into a standard alpha
+ cl.motionbluralpha = 1 - exp(-
+ (
+ (r_motionblur.value * blur_factor / 80)
+ +
+ (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
+ )
+ /
+ max(0.0001, cl.time - cl.oldtime) // fps independent
+ );
+
+ // randomization for the blur value to combat persistent ghosting
+ cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
+ cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
+
+ // apply the blur
+ R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
+ if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_Color(1, 1, 1, cl.motionbluralpha);
+ R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
+ R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
+ R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
+ }
- if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
- {
- // declare variables
- float blur_factor, blur_mouseaccel, blur_velocity;
- static float blur_average;
- static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
-
- // set a goal for the factoring
- blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
- / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
- blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
- / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
- blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
- + (blur_mouseaccel * r_motionblur_mousefactor.value));
-
- // from the goal, pick an averaged value between goal and last value
- cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
- blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
-
- // enforce minimum amount of blur
- blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
-
- //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
-
- // calculate values into a standard alpha
- cl.motionbluralpha = 1 - exp(-
- (
- (r_motionblur.value * blur_factor / 80)
- +
- (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
- )
- /
- max(0.0001, cl.time - cl.oldtime) // fps independent
- );
-
- // randomization for the blur value to combat persistent ghosting
- cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
- cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
-
- // apply the blur
- R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_Color(1, 1, 1, cl.motionbluralpha);
- R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
- R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
- }
+ // updates old view angles for next pass
+ VectorCopy(cl.viewangles, blur_oldangles);
- // updates old view angles for next pass
- VectorCopy(cl.viewangles, blur_oldangles);
+ // copy view into the ghost texture
+ R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
+ r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
+ r_fb.ghosttexture_valid = true;
+ }
- // copy view into the ghost texture
- R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
- r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
- r_fb.ghosttexture_valid = true;
- }
-
- if (r_fb.bloomwidth)
- {
- // make the bloom texture
- R_Bloom_MakeTexture();
- }
+ if (r_fb.bloomwidth)
+ {
+ // make the bloom texture
+ R_Bloom_MakeTexture();
+ }
#if _MSC_VER >= 1400
#define sscanf sscanf_s
#endif
- memset(uservecs, 0, sizeof(uservecs));
- if (r_glsl_postprocess_uservec1_enable.integer)
- sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
- if (r_glsl_postprocess_uservec2_enable.integer)
- sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
- if (r_glsl_postprocess_uservec3_enable.integer)
- sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
- if (r_glsl_postprocess_uservec4_enable.integer)
- sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
-
- // render to the screen fbo
- R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- GL_Color(1, 1, 1, 1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
+ memset(uservecs, 0, sizeof(uservecs));
+ if (r_glsl_postprocess_uservec1_enable.integer)
+ sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
+ if (r_glsl_postprocess_uservec2_enable.integer)
+ sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
+ if (r_glsl_postprocess_uservec3_enable.integer)
+ sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
+ if (r_glsl_postprocess_uservec4_enable.integer)
+ sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
+
+ // render to the screen fbo
+ R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
+ GL_Color(1, 1, 1, 1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
- viewtexture = r_fb.rt_screen->colortexture[0];
- bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
+ viewtexture = r_fb.rt_screen->colortexture[0];
+ bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
- if (r_rendertarget_debug.integer >= 0)
+ if (r_rendertarget_debug.integer >= 0)
+ {
+ r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
+ if (rt && rt->colortexture[0])
{
- r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
- if (rt && rt->colortexture[0])
- {
- viewtexture = rt->colortexture[0];
- bloomtexture = NULL;
- }
+ viewtexture = rt->colortexture[0];
+ bloomtexture = NULL;
}
+ }
- R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_GLES2:
- R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
- if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
- if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
- if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
- if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
- if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
- if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
- if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
- if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
- if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
- if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
- if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
- break;
- case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
- R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , viewtexture);
- R_Mesh_TexBind(GL20TU_SECOND , bloomtexture);
- R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
- hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
- hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
- hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
- hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
- hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
-#endif
- break;
- case RENDERPATH_D3D10:
- Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_D3D11:
- Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
- break;
- case RENDERPATH_SOFT:
- R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
- R_Mesh_TexBind(GL20TU_FIRST , viewtexture);
- R_Mesh_TexBind(GL20TU_SECOND , bloomtexture);
- R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
- DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
- DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
- DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
- break;
- default:
- break;
- }
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
- {
- // apply a color tint to the whole view
- R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
- R_SetupShader_Generic_NoTexture(false, true);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- }
+ R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ permutation =
+ (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
+ | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
+ | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
+ | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
+ | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
+ R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
+ if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
+ if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
+ if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
+ if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
+ if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+ if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+ if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+ if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+ if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+ if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
break;
}
+ R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
}
matrix4x4_t r_waterscrollmatrix;
Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
r_refdef.polygonfactor = 0;
r_refdef.polygonoffset = 0;
- r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
- r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
{
case RENDERPATH_GL20:
r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
if(!vid_gammatables_trivial)
{
// remove GLSL gamma texture
}
break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- break;
}
}
R_RenderView
================
*/
-int dpsoftrast_test;
extern cvar_t r_shadow_bouncegrid;
+extern cvar_t v_isometric;
+extern void V_MakeViewIsometric(void);
void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
{
matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
rtexture_t *viewcolortexture = NULL;
int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
- dpsoftrast_test = r_test.integer;
+ // finish any 2D rendering that was queued
+ DrawQ_Finish();
if (r_timereport_active)
R_TimeReport("start");
return;
}
+ r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
+ if (v_isometric.integer && r_refdef.view.ismain)
+ V_MakeViewIsometric();
+
r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
r_refdef.view.matrix = originalmatrix;
CHECKGLERROR
+
+ // go back to 2d rendering
+ DrawQ_Start();
}
void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
- if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
- {
- R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- R_Shadow_DrawModelShadows();
- R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- // don't let sound skip if going slow
- if (r_refdef.scene.extraupdate)
- S_ExtraUpdate ();
- }
-
if (!r_shadow_usingdeferredprepass)
{
R_Shadow_DrawLights();
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
- if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
- {
- R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- R_Shadow_DrawModelShadows();
- R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
- // don't let sound skip if going slow
- if (r_refdef.scene.extraupdate)
- S_ExtraUpdate ();
- }
-
if (cl.csqc_vidvars.drawworld)
{
if (cl_decals_newsystem.integer)
R_TimeReport("coronas");
}
-#if 0
- {
- GL_DepthTest(false);
- qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- GL_Color(1, 1, 1, 1);
- qglBegin(GL_POLYGON);
- qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
- qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
- qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
- qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
- qglEnd();
- qglBegin(GL_POLYGON);
- qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
- qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
- qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
- qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
- qglEnd();
- qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- }
-#endif
-
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = rsurface.entity->alpha * t->basealpha;
- if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
+ if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
t->currentalpha *= r_wateralpha.value;
if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
- rsurface.modelvertexmesh = ent->animcache_vertexmesh;
- rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
- rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
}
else if (wanttangents)
{
rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = NULL;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = NULL;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = NULL;
model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = NULL;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modelnormal3f = model->surfmesh.data_normal3f;
rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
- rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
- rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
- rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
rsurface.modelgeneratedvertex = false;
}
rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
rsurface.batchskeletalweight4ub = NULL;
rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
rsurface.batchskeletalweight4ub_bufferoffset = 0;
- rsurface.batchvertexmesh = NULL;
- rsurface.batchvertexmesh_vertexbuffer = NULL;
- rsurface.batchvertexmesh_bufferoffset = 0;
rsurface.batchelement3i = NULL;
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
rsurface.batchelement3s = NULL;
rsurface.batchelement3s_indexbuffer = NULL;
rsurface.batchelement3s_bufferoffset = 0;
- rsurface.passcolor4f = NULL;
- rsurface.passcolor4f_vertexbuffer = NULL;
- rsurface.passcolor4f_bufferoffset = 0;
rsurface.forcecurrenttextureupdate = false;
}
rsurface.modeltvector3f = NULL;
rsurface.modelnormal3f = NULL;
}
- rsurface.modelvertexmesh = NULL;
- rsurface.modelvertexmesh_vertexbuffer = NULL;
- rsurface.modelvertexmesh_bufferoffset = 0;
rsurface.modelvertex3f_vertexbuffer = 0;
rsurface.modelvertex3f_bufferoffset = 0;
rsurface.modelsvector3f_vertexbuffer = 0;
rsurface.batchskeletalweight4ub = NULL;
rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
rsurface.batchskeletalweight4ub_bufferoffset = 0;
- rsurface.batchvertexmesh = NULL;
- rsurface.batchvertexmesh_vertexbuffer = NULL;
- rsurface.batchvertexmesh_bufferoffset = 0;
rsurface.batchelement3i = NULL;
rsurface.batchelement3i_indexbuffer = NULL;
rsurface.batchelement3i_bufferoffset = 0;
rsurface.batchelement3s = NULL;
rsurface.batchelement3s_indexbuffer = NULL;
rsurface.batchelement3s_bufferoffset = 0;
- rsurface.passcolor4f = NULL;
- rsurface.passcolor4f_vertexbuffer = NULL;
- rsurface.passcolor4f_bufferoffset = 0;
rsurface.forcecurrenttextureupdate = true;
if (rsurface.modelnumvertices && rsurface.modelelement3i)
int batchnumsurfaces = texturenumsurfaces;
int batchnumvertices;
int batchnumtriangles;
- int needsupdate;
int i, j;
qboolean gaps;
qboolean dynamicvertex;
unsigned char *ub;
q3shaderinfo_deform_t *deform;
const msurface_t *surface, *firstsurface;
- r_vertexmesh_t *vertexmesh;
if (!texturenumsurfaces)
return;
// find vertex range of this surface batch
rsurface.batchfirsttriangle = firsttriangle;
rsurface.batchnumtriangles = batchnumtriangles;
- // this variable holds flags for which properties have been updated that
- // may require regenerating vertexmesh array...
- needsupdate = 0;
-
// check if any dynamic vertex processing must occur
dynamicvertex = false;
}
// if there is a chance of animated vertex colors, it's a dynamic batch
- if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
+ if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
{
if (!dynamicvertex)
{
r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
}
dynamicvertex = true;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
}
for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_AUTOSPRITE2:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_NORMAL:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_WAVE:
if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_BULGE:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
break;
case Q3DEFORM_MOVE:
if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX;
- needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
break;
}
}
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
- needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
break;
case Q3TCGEN_VECTOR:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX;
- needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
break;
case Q3TCGEN_ENVIRONMENT:
if (!dynamicvertex)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
- needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
break;
}
if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
}
dynamicvertex = true;
batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
- needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
}
}
- if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
- {
- if (!dynamicvertex)
- {
- r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
- r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
- r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
- r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
- }
- dynamicvertex = true;
- needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
- }
-
- // when the model data has no vertex buffer (dynamic mesh), we need to
- // eliminate gaps
- if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
- batchneed |= BATCHNEED_NOGAPS;
-
// the caller can specify BATCHNEED_NOGAPS to force a batch with
// firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
// we ensure this by treating the vertex batch as dynamic...
- if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
+ if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
{
if (!dynamicvertex)
{
dynamicvertex = true;
}
- if (dynamicvertex)
- {
- // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
- if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
- if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
- if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
- if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
- if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
- if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
- if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
- }
-
- // if needsupdate, we have to do a dynamic vertex batch for sure
- if (needsupdate & batchneed)
- {
- if (!dynamicvertex)
- {
- r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
- r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
- r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
- r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
- }
- dynamicvertex = true;
- }
-
- // see if we need to build vertexmesh from arrays
- if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
- {
- if (!dynamicvertex)
- {
- r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
- r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
- r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
- r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
- }
- dynamicvertex = true;
- }
-
// if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
if (dynamicvertex && rsurface.entityskeletaltransform3x4)
batchneed |= BATCHNEED_ARRAY_SKELETAL;
rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
- rsurface.batchvertexmesh = rsurface.modelvertexmesh;
- rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
- rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
rsurface.batchelement3i = rsurface.modelelement3i;
rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
// need actual vertex positions and normals
//if (dynamicvertex)
{
- rsurface.batchvertexmesh = NULL;
- rsurface.batchvertexmesh_vertexbuffer = NULL;
- rsurface.batchvertexmesh_bufferoffset = 0;
rsurface.batchvertex3f = NULL;
rsurface.batchvertex3f_vertexbuffer = NULL;
rsurface.batchvertex3f_bufferoffset = 0;
rsurface.batchskeletaltransform3x4offset = 0;
rsurface.batchskeletaltransform3x4size = 0;
// we'll only be setting up certain arrays as needed
- if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
- rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
if (batchneed & BATCHNEED_ARRAY_VERTEX)
rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
if (batchneed & BATCHNEED_ARRAY_NORMAL)
surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
surfacenumtriangles = texturesurfacelist[i]->num_triangles;
// copy only the data requested
- if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
- memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
{
if (batchneed & BATCHNEED_ARRAY_VERTEX)
// q1bsp surfaces rendered in vertex color mode have to have colors
// calculated based on lightstyles
- if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
+ if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
{
// generate color arrays for the surfaces in this list
int c[4];
}
}
- if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
- {
- // convert the modified arrays to vertex structs
-// rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
-// rsurface.batchvertexmesh_vertexbuffer = NULL;
-// rsurface.batchvertexmesh_bufferoffset = 0;
- if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
- if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
- if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
- {
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- {
- VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
- VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
- }
- }
- if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
- if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
- if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
- if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
- {
- for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
- {
- Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
- Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
- }
- }
- }
-
// upload buffer data for the dynamic batch
if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
{
- if (rsurface.batchvertexmesh)
- rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
- else
- {
- if (rsurface.batchvertex3f)
- rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
- if (rsurface.batchsvector3f)
- rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
- if (rsurface.batchtvector3f)
- rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
- if (rsurface.batchnormal3f)
- rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
- if (rsurface.batchlightmapcolor4f)
- rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
- if (rsurface.batchtexcoordtexture2f)
- rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
- if (rsurface.batchtexcoordlightmap2f)
- rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
- if (rsurface.batchskeletalindex4ub)
- rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
- if (rsurface.batchskeletalweight4ub)
- rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
- }
+ if (rsurface.batchvertex3f)
+ rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
+ if (rsurface.batchsvector3f)
+ rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
+ if (rsurface.batchtvector3f)
+ rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
+ if (rsurface.batchnormal3f)
+ rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
+ if (rsurface.batchlightmapcolor4f)
+ rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
+ if (rsurface.batchtexcoordtexture2f)
+ rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
+ if (rsurface.batchtexcoordlightmap2f)
+ rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
+ if (rsurface.batchskeletalindex4ub)
+ rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
+ if (rsurface.batchskeletalweight4ub)
+ rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
if (rsurface.batchelement3s)
rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
else if (rsurface.batchelement3i)
// render multiple smaller batches
}
-static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
-{
- int i;
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0;i < rsurface.batchnumvertices;i++)
- Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
-}
-
-static void RSurf_DrawBatch_GL11_ApplyFog(void)
-{
- int i;
- float f;
- const float *v;
- const float *c;
- float *c2;
- if (rsurface.passcolor4f)
- {
- // generate color arrays
- c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
- {
- f = RSurf_FogVertex(v);
- c2[0] = c[0] * f;
- c2[1] = c[1] * f;
- c2[2] = c[2] * f;
- c2[3] = c[3];
- }
- }
- else
- {
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
- {
- f = RSurf_FogVertex(v);
- c2[0] = f;
- c2[1] = f;
- c2[2] = f;
- c2[3] = 1;
- }
- }
-}
-
-static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
-{
- int i;
- float f;
- const float *v;
- const float *c;
- float *c2;
- if (!rsurface.passcolor4f)
- return;
- c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
- {
- f = RSurf_FogVertex(v);
- c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
- c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
- c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
- c2[3] = c[3];
- }
-}
-
-static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
-{
- int i;
- const float *c;
- float *c2;
- if (!rsurface.passcolor4f)
- return;
- c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;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;
- }
-}
-
-static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
-{
- int i;
- const float *c;
- float *c2;
- if (!rsurface.passcolor4f)
- return;
- c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
- {
- c2[0] = c[0] + rsurface.texture->render_lightmap_ambient[0];
- c2[1] = c[1] + rsurface.texture->render_lightmap_ambient[1];
- c2[2] = c[2] + rsurface.texture->render_lightmap_ambient[2];
- c2[3] = c[3];
- }
-}
-
-static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
-{
- // TODO: optimize
- rsurface.passcolor4f = NULL;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
- if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
- GL_Color(r, g, b, a);
- R_Mesh_TexBind(0, rsurface.lightmaptexture);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexMatrix(0, NULL);
- RSurf_DrawBatch();
-}
-
-static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
-{
- // TODO: optimize applyfog && applycolor case
- // just apply fog if necessary, and tint the fog color array if necessary
- rsurface.passcolor4f = NULL;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
- if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
- GL_Color(r, g, b, a);
- RSurf_DrawBatch();
-}
-
-static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
-{
- // TODO: optimize
- rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
- rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
- rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
- if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
- if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
- GL_Color(r, g, b, a);
- RSurf_DrawBatch();
-}
-
-static void RSurf_DrawBatch_GL11_ClampColor(void)
-{
- int i;
- const float *c1;
- float *c2;
- if (!rsurface.passcolor4f)
- return;
- for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
- {
- c2[0] = bound(0.0f, c1[0], 1.0f);
- c2[1] = bound(0.0f, c1[1], 1.0f);
- c2[2] = bound(0.0f, c1[2], 1.0f);
- c2[3] = bound(0.0f, c1[3], 1.0f);
- }
-}
-
-static void RSurf_DrawBatch_GL11_ApplyFakeLight(float fakelightintensity)
-{
- int i;
- float f;
- const float *v;
- const float *n;
- float *c;
- //vec3_t eyedir;
-
- // fake shading
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
- {
- f = -DotProduct(r_refdef.view.forward, n);
- f = max(0, f);
- f = f * 0.85 + 0.15; // work around so stuff won't get black
- f *= fakelightintensity;
- Vector4Set(c, f, f, f, 1);
- }
-}
-
-static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
-{
- RSurf_DrawBatch_GL11_ApplyFakeLight(r_refdef.scene.lightmapintensity * r_fakelight_intensity.value);
- if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
- if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
- GL_Color(r, g, b, a);
- RSurf_DrawBatch();
-}
-
-static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, float lightmapintensity, qboolean *applycolor)
-{
- int i;
- float f;
- float alpha;
- const float *v;
- const float *n;
- float *c;
- vec3_t ambientcolor;
- vec3_t diffusecolor;
- vec3_t lightdir;
- // TODO: optimize
- // model lighting
- VectorCopy(rsurface.texture->render_modellight_lightdir, lightdir);
- f = 0.5f * lightmapintensity;
- ambientcolor[0] = rsurface.texture->render_modellight_ambient[0] * *r * f;
- ambientcolor[1] = rsurface.texture->render_modellight_ambient[1] * *g * f;
- ambientcolor[2] = rsurface.texture->render_modellight_ambient[2] * *b * f;
- diffusecolor[0] = rsurface.texture->render_modellight_diffuse[0] * *r * f;
- diffusecolor[1] = rsurface.texture->render_modellight_diffuse[1] * *g * f;
- diffusecolor[2] = rsurface.texture->render_modellight_diffuse[2] * *b * f;
- alpha = *a;
- if (VectorLength2(diffusecolor) > 0)
- {
- // q3-style directional shading
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
- {
- if ((f = DotProduct(n, lightdir)) > 0)
- VectorMA(ambientcolor, f, diffusecolor, c);
- else
- VectorCopy(ambientcolor, c);
- c[3] = alpha;
- }
- *r = 1;
- *g = 1;
- *b = 1;
- *a = 1;
- *applycolor = false;
- }
- else
- {
- *r = ambientcolor[0];
- *g = ambientcolor[1];
- *b = ambientcolor[2];
- rsurface.passcolor4f = NULL;
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
- }
-}
-
-static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
-{
- RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, r_refdef.scene.lightmapintensity, &applycolor);
- if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
- if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
- GL_Color(r, g, b, a);
- RSurf_DrawBatch();
-}
-
-static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
-{
- int i;
- float f;
- const float *v;
- float *c;
-
- // fake shading
- rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
- rsurface.passcolor4f_vertexbuffer = 0;
- rsurface.passcolor4f_bufferoffset = 0;
-
- for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
- {
- f = 1 - RSurf_FogVertex(v);
- c[0] = r;
- c[1] = g;
- c[2] = b;
- c[3] = f * a;
- }
-}
-
void RSurf_SetupDepthAndCulling(void)
{
// submodels are biased to avoid z-fighting with world surfaces that they
RSurf_DrawBatch();
}
-static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
-{
- // OpenGL 1.3 path - anything not completely ancient
- qboolean applycolor;
- qboolean applyfog;
- int layerindex;
- const texturelayer_t *layer;
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-
- for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
- {
- vec4_t layercolor;
- int layertexrgbscale;
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- if (layerindex == 0)
- GL_AlphaTest(true);
- else
- {
- GL_AlphaTest(false);
- GL_DepthFunc(GL_EQUAL);
- }
- }
- GL_DepthMask(layer->depthmask && writedepth);
- GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
- if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
- {
- layertexrgbscale = 4;
- VectorScale(layer->color, 0.25f, layercolor);
- }
- else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
- {
- layertexrgbscale = 2;
- VectorScale(layer->color, 0.5f, layercolor);
- }
- else
- {
- layertexrgbscale = 1;
- VectorScale(layer->color, 1.0f, layercolor);
- }
- layercolor[3] = layer->color[3];
- applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
- applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
- switch (layer->type)
- {
- case TEXTURELAYERTYPE_LITTEXTURE:
- // single-pass lightmapped texture with 2x rgbscale
- R_Mesh_TexBind(0, r_texture_white);
- R_Mesh_TexMatrix(0, NULL);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
- R_Mesh_TexBind(1, layer->texture);
- R_Mesh_TexMatrix(1, &layer->texmatrix);
- R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
- RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else if (FAKELIGHT_ENABLED)
- RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else if (rsurface.uselightmaptexture)
- RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- else
- RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- break;
- case TEXTURELAYERTYPE_TEXTURE:
- // singletexture unlit texture with transparency support
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- R_Mesh_TexBind(1, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
- RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
- break;
- case TEXTURELAYERTYPE_FOG:
- // singletexture fogging
- if (layer->texture)
- {
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- }
- else
- {
- R_Mesh_TexBind(0, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
- }
- R_Mesh_TexBind(1, 0);
- R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
- // generate a color array for the fog pass
- RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
- RSurf_DrawBatch();
- break;
- default:
- Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
- }
- }
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- GL_DepthFunc(GL_LEQUAL);
- GL_AlphaTest(false);
- }
-}
-
-static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
-{
- // OpenGL 1.1 - crusty old voodoo path
- qboolean applyfog;
- int layerindex;
- const texturelayer_t *layer;
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-
- for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
- {
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- if (layerindex == 0)
- GL_AlphaTest(true);
- else
- {
- GL_AlphaTest(false);
- GL_DepthFunc(GL_EQUAL);
- }
- }
- GL_DepthMask(layer->depthmask && writedepth);
- GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
- applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
- switch (layer->type)
- {
- case TEXTURELAYERTYPE_LITTEXTURE:
- if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
- {
- // two-pass lit texture with 2x rgbscale
- // first the lightmap pass
- R_Mesh_TexBind(0, r_texture_white);
- R_Mesh_TexMatrix(0, NULL);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
- RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
- else if (FAKELIGHT_ENABLED)
- RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
- else if (rsurface.uselightmaptexture)
- RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
- else
- RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
- // then apply the texture to it
- GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
- }
- else
- {
- // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
- RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
- else if (FAKELIGHT_ENABLED)
- RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
- else
- RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
- }
- break;
- case TEXTURELAYERTYPE_TEXTURE:
- // singletexture unlit texture with transparency support
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
- break;
- case TEXTURELAYERTYPE_FOG:
- // singletexture fogging
- if (layer->texture)
- {
- R_Mesh_TexBind(0, layer->texture);
- R_Mesh_TexMatrix(0, &layer->texmatrix);
- R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
- }
- else
- {
- R_Mesh_TexBind(0, 0);
- R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
- }
- // generate a color array for the fog pass
- RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
- R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
- RSurf_DrawBatch();
- break;
- default:
- Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
- }
- }
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- GL_DepthFunc(GL_LEQUAL);
- GL_AlphaTest(false);
- }
-}
-
static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
{
int vi;
int j;
- r_vertexgeneric_t *batchvertex;
- float c[4];
- texture_t *t = rsurface.texture;
+ int texturesurfaceindex;
+ int k;
+ const msurface_t *surface;
+ float surfacecolor4f[4];
// R_Mesh_ResetTextureState();
R_SetupShader_Generic_NoTexture(false, false);
- if(t && t->currentskinframe)
- {
- memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
- c[3] *= t->currentalpha;
- }
- else
- {
- c[0] = 1;
- c[1] = 0;
- c[2] = 1;
- c[3] = 1;
- }
-
- if (t->pantstexture || t->shirttexture)
- {
- c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
- c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
- c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
- }
-
- // brighten it up (as texture value 127 means "unlit")
- c[0] *= 2 * r_refdef.view.colorscale;
- c[1] *= 2 * r_refdef.view.colorscale;
- c[2] *= 2 * r_refdef.view.colorscale;
-
- if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
- c[3] *= r_wateralpha.value;
-
- if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- }
- else if(t->currentmaterialflags & MATERIALFLAG_ADD)
- {
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- }
- else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- {
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
- GL_DepthMask(false);
- }
- else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
- {
- GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
- GL_DepthMask(false);
- }
- else
- {
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(writedepth);
- }
-
- if (r_showsurfaces.integer == 3)
- {
- rsurface.passcolor4f = NULL;
-
- if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
- {
- qboolean applycolor = true;
- float one = 1.0;
-
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-
- RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, 1.0f, &applycolor);
- }
- else if (FAKELIGHT_ENABLED)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-
- RSurf_DrawBatch_GL11_ApplyFakeLight(r_fakelight_intensity.value);
- }
- else
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-
- rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
- rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
- rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
- RSurf_DrawBatch_GL11_ApplyAmbient();
- }
-
- if(!rsurface.passcolor4f)
- RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
-
- RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
- if(r_refdef.fogenabled)
- RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
- RSurf_DrawBatch_GL11_ClampColor();
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(writedepth);
- R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
- R_SetupShader_Generic_NoTexture(false, false);
- RSurf_DrawBatch();
- }
- else if (!r_refdef.view.showdebug)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
- for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
- {
- VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
- }
- R_Mesh_PrepareVertices_Generic_Unlock();
- RSurf_DrawBatch();
- }
- else if (r_showsurfaces.integer == 4)
- {
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
- for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
- {
- unsigned char d = (vi << 3) * (1.0f / 256.0f);
- VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
- }
- R_Mesh_PrepareVertices_Generic_Unlock();
- RSurf_DrawBatch();
- }
- else if (r_showsurfaces.integer == 2)
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
+ vi = 0;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- const int *e;
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
- for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
+ surface = texturesurfacelist[texturesurfaceindex];
+ k = (int)(((size_t)surface) / sizeof(msurface_t));
+ Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
+ for (j = 0;j < surface->num_vertices;j++)
{
- unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
- VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
- VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
- VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
- Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
- Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
- Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
+ Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
+ vi++;
}
- R_Mesh_PrepareVertices_Generic_Unlock();
- R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
- }
- else
- {
- int texturesurfaceindex;
- int k;
- const msurface_t *surface;
- float surfacecolor4f[4];
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
- vi = 0;
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- k = (int)(((size_t)surface) / sizeof(msurface_t));
- Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
- for (j = 0;j < surface->num_vertices;j++)
- {
- VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
- vi++;
- }
- }
- R_Mesh_PrepareVertices_Generic_Unlock();
- RSurf_DrawBatch();
}
+ R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
+ RSurf_DrawBatch();
}
static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
{
CHECKGLERROR
RSurf_SetupDepthAndCulling();
- if (r_showsurfaces.integer)
+ if (r_showsurfaces.integer && r_refdef.view.showdebug)
{
R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
return;
switch (vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
case RENDERPATH_GLES2:
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
break;
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
- break;
- case RENDERPATH_GL11:
- R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
- break;
}
CHECKGLERROR
}
const msurface_t *surface;
const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
- if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
- RSurf_ActiveModelEntity(ent, false, false, false);
- else
- {
- switch (vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- RSurf_ActiveModelEntity(ent, true, true, false);
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- RSurf_ActiveModelEntity(ent, true, false, false);
- break;
- }
- }
+ RSurf_ActiveModelEntity(ent, true, true, false);
if (r_transparentdepthmasking.integer)
{
GL_DepthTest(true);
GL_CullFace(GL_NONE);
GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
+ R_SetupShader_Generic(decalskinframe->base, false, false, false);
R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
}
}
rsurface.texture = NULL;
}
+# if 0
+ // FIXME! implement r_shownormals with just triangles
if (r_shownormals.value != 0 && qglBegin)
{
int l, k;
}
rsurface.texture = NULL;
}
+# endif
#endif
}
else if (prepass)
RSurf_ActiveModelEntity(ent, true, true, true);
else if (depthonly)
- {
- switch (vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
- break;
- }
- }
+ RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
else
- {
- switch (vid.renderpath)
- {
- case RENDERPATH_GL20:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- case RENDERPATH_SOFT:
- case RENDERPATH_GLES2:
- RSurf_ActiveModelEntity(ent, true, true, false);
- break;
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- RSurf_ActiveModelEntity(ent, true, false, false);
- break;
- }
- }
+ RSurf_ActiveModelEntity(ent, true, true, false);
surfaces = model->data_surfaces;
update = model->brushq1.lightmapupdateflags;
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
}
+void R_DebugLine(vec3_t start, vec3_t end)
+{
+ dp_model_t *mod = CL_Mesh_UI();
+ msurface_t *surf;
+ int e0, e1, e2, e3;
+ float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
+ float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
+ float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
+ vec4_t w[2], s[2];
+
+ // transform to screen coords first
+ Vector4Set(w[0], start[0], start[1], start[2], 1);
+ Vector4Set(w[1], end[0], end[1], end[2], 1);
+ R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
+ R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
+ x1 = s[0][0] * vid_conwidth.value / vid.width;
+ y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
+ x2 = s[1][0] * vid_conwidth.value / vid.width;
+ y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
+ //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
+
+ // add the line to the UI mesh for drawing later
+
+ // width is measured in real pixels
+ if (fabs(x2 - x1) > fabs(y2 - y1))
+ {
+ offsetx = 0;
+ offsety = 0.5f * width * vid_conheight.value / vid.height;
+ }
+ else
+ {
+ offsetx = 0.5f * width * vid_conwidth.value / vid.width;
+ offsety = 0;
+ }
+ surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
+ e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
+ e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
+ e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
+ e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
+ Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
+ Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
+
+}
+
+
void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
{
int q;